The Legend of Zelda: Virtue of the Farlands

The Legend of Zelda: Virtue of the Farlands is an upcoming 3D Adventure Game for the Nintendo Switch, it is a remake of two of the Zelda series Games that were released on the Philips CD-i known as Zelda: Wand of Gamelon and Link: The Faces of Evil. The game heavily reworks both games combining elements from each and rewriting large amounts of the story to fit it into the Zelda Timeline. It is also the first game outside of Spin-Offs to feature a fully playable Zelda and has the player controlling Link and Zelda as they travel across the Farlands.
==Plot==
===Synopsis===
In the land of Hyrule, the fall of Ganon and his forces at the end of The Legend of Zelda and The Legend of Zelda: Adventure of Link brought about a new golden era for Hyrule as the peace and prosperity reunified the long broken lands as a strong lineage of monarchs who ruled during the period were able to wrangle many of the races under Ganon's control back to their senses. In addition the scope of Hyrule expanded beyond the continental landmass to regions beyond including the at the time forgotten Holodrum and Labrynna. Among these new alliances established was one with the dual-controlled landmass known as The Farlands, a distant and remote region controlled primarily by two races, the Sheikah and the Gamelian who shared the landmass with other races.
In the time of great recovery, the Hylians were able to learn much of their forgotten past, finding ancient books which had been stored in old temples by the early descendants from the Sky. These books spoke of a repeating cycle where a great evil would eventually rise to hunt down the Triforce once more. Concerned for this possible threat to Hyrule and her neighbours, the present, King Harkinian began to mobilize and train up large numbers of Hylian soldiers to protect his lands while also sending individuals of great promise to the neighbouring lands where he hoped one would prove themselves worthy of the Triforce of Courage.
In this time, the successor of the Triforce of Courage appeared, a knight who'd shown an unnatural skill with the blade for a long time after successfully helping to protect Holodrum from an invasion of Demons from the realms beyond was brought to the great Goddess Statue in Hyrule Castle, where he was gifted with the Triforce of Courage as deemed by the Goddesses. Of the remaining pieces, the King knew that his daughter, Princess Zelda would inherit the Triforce of Wisdom, as had been so for generations however he feared that like with its past holder, Ganondorf, the Triforce of Power would be pulled towards the next incarnation of Demise.
One day, King Harkinian awoke to find the Triforce of Courage which had been held in place by the Great Goddess Statue had disappeared, no one knowing where it had gone. A frantic panicked search began in hopes of finding the Triforce piece before the great evil arose. However no one had any luck in finding it, and when reports of troubles came from the Farlands of great beasts from unknown lands appearing throughout, King Harkinian feared that the next incarnation of Demise would arise there. As a Sheikah informant known as Gwonam arrived at Hyrule Castle, he brought news of the fall of the Gamelian Pact and sought aid to protect the Koridiain Penumbra. King Harkinian seeing this as the great threat he'd feared sent Link and Zelda, believing that with their pieces of the Triforce, they would be able to overcome the threat that was arising in the Farlands.
Whilst travelling with Gwonam, the duo were informed of the state of things within the lands of the Farlands, bringing Link & Zelda to Senderin Bluff where the great Sheikah City of Naoloch was situated. After being brought to the High Priestess of the Sheikah, Impa, the duo were informed that the Sheikah were not much for large scale conflicts and have been more so keeping the monsters at bay with ambushes, however their efforts alone aren't going to stop this conflict and asks Link & Zelda to head out across the Farlands in search of allies who can help the Sheikah bring peace back to the Farlands.
===Game Events===
TBA
==Gameplay==
Unlike the prior Legend of Zelda: Breath of the Wild, Virtue of the Farlands is an Adventure Game and as such is not completely open world like its predecessor, instead focusing on locations which challenge the player's ability to navigate, explore and solve puzzles while also periodically engaging in combat.
Combat is heavily reworked with a greater emphasis on direct one-on-one combat with periodic instances of large scale enemy encounters. Link and Zelda play completely differently from one another with Link favouring Melee Combat with Defensive Abilities like Blocking and Parrying while Zelda favours Ranged Combat with Evasive Abilities like Dodging and Fake-Outs. The player is able to perform various attacks with each character, unlocking more through optional side content although each character has a generic set of attacks each with a Light and Heavy variant and include; Standing Attack, Running Attack, Sprinting Attack, Jump Attack & Sneak Attack.
Equipment also makes a major return after being mostly absent in Breath of the Wild. The player can find various pieces of equipment either in shops or in dungeons which allow the player to solve certain puzzles or be used in combat for added versatility.
As with previous Zelda Games, Side Quests are also a major part of the game, with the player able to take on numerous side quests across the game which can reward the player with several rewards ranging from new equipment, upgrades to existing equipment, shortcuts to traverse the world more easily, collectibles or increasing the player's Health or Magic Meter.
==Races==
Alongside the numerous enemies that appear in The Legend of Zelda: Virtue of the Farlands, there are also a number of friendly races the player can come across. Uniquely this is the only game where aside from Link & Zelda, there are no Hylians present in the game as the game takes place on an entirely separate continent where Hylians never reached.
Race 	Description
Gamelians	The Gamelians are a close relative of the Hylians, although very similar they are recognized as two distinct groups primarily due to a difference in the ear shape, having shorter and more rounded ears with a downward point. Gamelians were the most prevalent of the races on the Farlands but also the most vulnerable, despite the large armies they possessed, they were ill equipped for handling the magical abilities of the monsters that invaded. Gamelians often wear fairly standard looking attire although the more affluent among them are known to wear various pieces of jewellery. A distinct tradition of the Gamelian people is a tattoo on the backs of the men of royal households, the tattoo represents their family's lineage and is often modified between each Gamelian based on who their ancestors were and their role within their family. Gamelians hold the tradition very closely and the unification of the Gamelian tribes into the Gamelian Pact was a result on the kinship that developed between the eventual leaders of the two largest families over nine hundred years ago.
Sheikah 	One of the oldest races known to exist, the Sheikah's history is clouded in mystery, books dating back thousands of years point to them being present among the first Hylians as their abilities of dark, shadowy magic were uniquely different from anything Hylians were capable of. At some point the Sheikah moved from Hyrule to the Farlands, although some remained in Hyurle, the species either became mixed with Hylians or died off by the time of this game's events. The Sheikah of the Farlands are more proficient in their abilities with magic although abandoned many of their older more secretive tactics, considered to be expert mages by some their cities are often imbued with magic which is maintained by a sort of collective presence of magic by their populations. Sheikah traditions are strange and distinct, many adorn themselves with the distinct Sheikah marking known as the Sheikah Eye and will often have odd traditions carried down through generations, among the most prevalent of these is the type of garb they wear, a combination of form-fitting attire and long flowing cloaks, dresses and robes make them easily stand out from Gamelians or Hylians.
Zora 	Zora are an aquatic race that were once considered enemies of the Hylians in the past, the allegiances of the Zora tend to ebb and flow with time partially due to the influences of dark forces but also due to the various sub-species which rarely interact with one another. Zora from the Farlands are distinct from the River Zora of Hyrule or the Ocean Zora of Labrynna, they are generally smaller than their mainland relatives and have appearances closer to that of Sharks, Eels & Dolphins. Farlands Zora have a strong belief in an ancient goddess of the ocean known as Javuleen who bears similarities to the role Hylia plays in Hylian mythology, much of the Zora architecture and fashion is based on depictions of Javuleen and her descendants. The Zora are known as masters of craft creating great sculptures and jewellery not only for themselves but also other races, ancient traditions and practices are passed down from master to student and each of the various specialists have diverged long ago from one another putting their own spin on the style.
Gorundo 	A descendant species of two races from Hyrule, Gorons and Gerudo. It's not known how the two races ended up mixed together especially since it was believed Gorons were incompatible with the other races. The descendants are a stocky race, being one of the most dimorphic ever encountered. Both Male and Female Gorundo are noticeably larger than Gamelians or Sheikah and have rougher skin with distinct armour-like patches around their upper backs and arms. Unlike Gorons however the rough skin actually form mosaic-like patterns which are often an easy way of identifying individuals who're closely related. The Gorundo males are extremely muscular and have long arms relative to their bodies and typically have spiked, red hair that turns a white-ish grey in the elders. The Gerudo are tall and more slender than their male counterparts and possess elf-like ears similar to Hylians, like their Gerudo ancestors their hair is various shades of red ranging from an almost salmon pink to dark maroon shades. The culture of the Gorundo is predicated on physique and strength, they're among some of the most well-travelled of all races with small nomadic groups known to travel across the entirety of the Farlands living off what they can find and trade. The more sedentary settlements are massive mining colonies where the men and women alike dig deep underground finding ores, crystals and clay to use. The resistance to extreme heat they inherited from their Goron ancestors allows the Gorundo to craft extremely high quality weapons that they trade to the Sheikah and Gamelians but also use themselves. The males tend to favour large blunt objects, believed to have stemmed from an ancient competition for dominance among male elders. Gorundo women on the other hand specialize in blades, spears and polearms often showing a distinct fighting style completely unique from those used by Hylians, Sheikah or Gamelians.
Aru-Ainu 	Hunters by trade, the Aru-Ainu are a very old race that has existed on the Farlands in near isolation although arrived around the same time as the Gamelians. The two races rarely made contact as the Gamelians mistakenly believed the Aru-Ainu to be Wolfos. Over time the Aru-Ainu and Gamelian territories began to overlap and eventually communication was made when Gamelians oversaw a pack of Aru-Ainu hunting Wolfos for their pelts. The Aru-Ainu are a deeply spiritual group have strong beliefs in the life energy that all living things share. Thought noticeably less developed than the other races of the Farlands they specialize in goods and services that no other race is capable of, mainly dealing with monster attacks and providing various animal products. Aru-Ainu are distinguished by their large agricultural regions where they keep Cattle and Sheep and their hunting parties which have been known to attack even the most dangerous of monsters. The Aru-Ainu seem to show almost no fear when conducting a Hunt, which is typically lead by the eldest male or female of the hunting party and distinguishable by the paint they adorn themselves with.
Topota 	Among the more primitive of the races found in the Farlands, the Topota are traders by nature, most travel across the lands typically staying near regions with large bodies of water as their reptilian scales need to remain hydrated or risk drying themselves out. Despite this setback, the Topota are among the most approachable and friendly of races often being compared to children due to their easy fascination with things and generally poor concept of exchange. Often the Topota are interested in novelties, one look at their settlements confirms this as they have many strange ornaments and decorations strewn about and despite not really understanding what half of the things they own do or even are the Topota will fiercely guard them. What is notable however is a Topota's keen ability to learn, though few stray from the regular occupations of Farmer, Fisher, Trader & Woodsman those that do are known to be experts in their fields, rather infamously the Topota are experts at Alchemy being unusually skilled in the field, although according to the Topota themselves it stems from their ancestors who would mix herbs to fix the pain from monster attacks long ago.
==Characters==
Character 	Description
Link 	The current wielder of the Triforce of Courage, Link is a skilled Knight who has shown through battle his abilities with the blade are near unmatched by other Hylians. Not much is known about Link's past, due to rarely discussing it, what's known is that he seems to hail from Southern Hyrule around the Faron Province given some of the inflections in his dialogue. Although often calm and quite friendly, Link can be easily caught off-guard by things he doesn't expect particularly a strange aversion he has towards Great Fairies.
Zelda 	The Princess of the land of Hyrule, an incarnation of the Goddess Hylia, Zelda is part of a long lineage that stretches back eons into the past. Gifted with magic as had her ancestors, Zelda often utilizes magic to benefit others, being quite active throughout Hyrule, she is often seen in contrast to her more resolute father as being a bit indecisive but also generally more caring and free-spirited.
King Harkinian	The King of Hyrule, King Harkinian although a jolly individual is also often one to take matters seriously, having had the burden of the looming threat of the next incarnation of Demise over his head ever since the re-discovery of the old texts from Skyloft. Despite his regal appearance, King Harkinian is no stranger to a fight, in his youth he got into an unarmed fight with a Wolfos, only managing to defeat the wild creature through sheer exhaustion. As part of the lineage of Kings during the Great Recovery of Hyrule, he is sometimes referred to as the Uniter of the Three Blades as King Harkinian was the one to finally put an end to the Gerudo Rebellion in West Hyrule which had long stood as a weak point for the Hylians.
Gwonam 	A wise and knowledgeable Sheikah agent, Gwonam is gifted in the great Nocturnal Magic that all Sheikah share and uses it to imbue his belongings with spiritual qualities. His personality is a bit quirky as he has a fascination with riddles and believes that the ancient Sheikah left great artifacts behind across the world that would one day be discovered by their descendants. Gwonam provides help to the plyer early on in the game with regards to gameplay tutorials and also hints if the player is stuck.
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==Locations==
The Farlands is a large island-like landmass which is the main setting for The Legend of Zelda: Virtue of the Farlands. Aside from the main landmass there are several smaller islands that surround it including the prominent Sournura Island and Arkmagoh Island.
The game divides parts of the Farlands into general regions which vary in size, some areas are expansive and open while others favour a more puzzle or combat orientated approach where the player must wind their way through a series of environments.
Location 	Places of Interest 	Description
Senderin Bluff 	Kakariko PalacePort KakarikoFour King's Spires 	The Senderin Bluff is the capital region of the Koridian Sheikah, the area is coast with large grasslands that roll softly into the surrounding plains. The area is one of the most heavily inhabited on the entire landmass with the Kakariko Palace and its surrounding dwellings residing on the small peninsula.
Great Plains of Korielon	Keini VillageDekalug GroveLake Bidibi 	Named after the ancient Gamelian hero Korielon who slew a mighty Dragon on the very plains hundreds of years ago protecting the Kakariko Palace from certain destruction. Many regard the area to be one of the great travelling regions as many merchants use the now well developed road tracks through the area to get to the various nearby settlements.
Hermit's Highlands 	Turtle Shell HillDrought Shrine 	According to legend there was once a wise hermit who lived in the highlands, basking in the sun's rays gaining great knowledge that he would dispense to any that sought him out. Supposedly he lived within the Turtle Shell Hill where he kept many reptilian creatures including dangerous Lizalfos and Daira. The regions is now known for these many reptiles that dominate the landscape, it is a bit of a dangerous location to explore and so is often avoided by travellers.
Washubri Swamp 	Vibrant MangroveTriplet's LakesIllumina FungiMisty Woods 	The Washubri Swamp is a large region of low-lying forests that intersect with the Triplet's Lakes which provide huge swaths of water that flow out to the ocean every day, the largest of these The Elder Lake is impossible to cross without a sea vessel or possessing a Zora Scale due to the mud that flows through the water. The surrounding forests are dense with life and their twisting and winding paths have helped start the journeys of many an adventurer.
Gluttony Woods 	Giant's RestLake Glutko 	A small set of mountainous woods nestled up against the Norinik Mountains, supposedly a great cyclops once resided in the woods and would eat up any people who wandered through as well as livestock. Some believe that when the cyclops finally died from old age, its body became one with the surrounding mountains, forming a large hill.
Razorback Coast 	Fossil WallCleaved Cliffs 	A ruthless and unwieldy set of terrain along the North Coast of the Farlands, Razorback Coast is known for holding fossils of ancient creatures long believed to be extinct. Although few actually visit the site, it is a wealth of knowledge and information. Supposedly long ago a great demonic presence dwelled on the coast and cleaved off a huge slab of rock to strike fear into the nearby Aru-Ainu however a lone warrior refused the threat and rallied his clan to fight against the demon and seal it away.
Thundral Waves 	Gigavolt IslandSpiracle PeninsulaLaryan Ocean Desert 	A large peninsula that is also nicknamed The Left Horn of the Farlands, the area is plagued with thunderstorms throughout the year and is believed to have an extremely high metal concentration which causes the storms. Interestingly, despite the generally vibrant ocean life that dwell across the rest of the island, the Thundral Waves has flat ocean floors completely devoid or life which has earned it the nickname of the Underwater Desert.
Aru-Ainu Mesa 	Vahnaroc EncampmentDesolate TempleOctripholi PlateauDrywood Forest	The home of the Aru-Ainu, this dry region was once a great forest long ago, however due to changes in the weather the land has become try and the trees sparse. Despite the change in weather many of the animals the Aru-Ainu hunted long ago still reside and the long standing traditions of hunting remain an important part of Aru-Ainu culture to this day, their hunters leave markings on trees and rocks of successful hunts.
Gobiyan Wrecks 	Shipwreck GraveyardPoe's LighthouseBay of Gyorgs 	The Gobiyan Wrecks is a large aquatic region that's said to be cursed, ships have long attempted to sail through however this leads to many shipwrecks either due to monsters, weather or just sheer bad luck. Ferocious Gyorgs patrol the waters and gobble up any sailors washed overboard or any unfortunate adventurers.
Grottalo Drylands 	Great Mos RuinsLonely King's RiverGreat Canyon of Nio 	Long ago when the northern reaches of the Farlands were greener, a great jungle resided in this area, the dense trees and foliage were fed by a giant river which frequently flooded the entire area. Over time that river, now known as the Lonely King's River has dried up to a much smaller state and the vast varied landscape is now shaped by the distinct eroded rocks forming distinct canyons that stretch almost down to sea level.
Valley of Gib 	Beacon of ShadeTurnback WoodlandsStallach Delta 	Once considered a home for many who resided in the Farlands, the Valley of Gib fell under a great curse when the monsters from unknown lands began to attack. It was the first area to be truly struck by the devastation the monsters brought as the land became dead and unforgiving, only the foulest of creatures can survive in the Valley of Gib and most travellers steer clear of the once verdant fields. Only ruins of the old villages that dotted the region still remain.
Splitia Crater 	Crater CoreStardust Hills 	One of the smallest regions of the Farlands, the Splitia Crater appeared after the Great Burning Child fell from the sky, a meteor which created the impact site. The area is coated in strange dust which can cause hallucinations and is said to possess magical qualities.
Norinik Mountains 	Sarohsa VillageNorinik GlacierGoddesses' CrestAvalanche Caverns 	The Norinik Mountains are the highest peaks in the Farlands, a bitterly cold region, the snow that falls atop the mountain peaks melts into water as it travels down the mountains, feeding into the various surrounding rivers. Those that dwell atop the Mountains seem to stay around for the hope of striking it rich with minerals, hunting the rare game found in the area or simply to be alone.
Shamaal Falls 	High Woods of ShamaalPurification WaterfallInkwell Waterfal 	The Shamaal Falls are a series of waterfalls that cover a long area leading out to the West Coast of the Farlands. The area is extremely fertile and rich with life with great pine-like forests covering much of the region which give the place a perpetual foggy mist which many describe as being rich with a strange magic.
Weyrein Coast 	Sunken IslandWarrior's GraveTimelight Peninsula 	The Weyrein Coast was once the coastline and the neighbouring Weyrein Island however generations ago the island sunk into the ocean, some believe because its people angered the gods by turning their back on them. The Coast has a constant reminder of the loss of life as a monument was built to remember the sunken island and those that fought to protect the people of the island from a watery grave.
Sournura Island 	Hargohrn TownSournura VolcanoAshore Firefield 	Sournura Island is a volcanic island located off the West Coast of the Farlands. Outside of the coastline, much of the island is extremely dangerous due to the noxious jets of gas and extreme heat. Even the naturally resistant Gorundo avoid the inner areas of the island due to how dangerous the monsters found there can be.
==Gear==
===Primary Weapons===
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===Equipment===
Equipment 	Location 	Description
Lantern 	Beacon of Shade 	A simple tool capable of illuminating the path ahead for travellers. Lanterns also cause metallic objects to shimmer revealing sometimes hidden objects. The Lantern although limited in its functionality can also be used to light torches as well as be used to deter and attack enemies, in particular being effective against the undead.
Zora Scale 	Silent Waterfall	The Zora Scale is a special magical scale that the Zora naturally grow, the scale's allow non-Zorans to swim underwater, it also increases a Non-Zorans swimming speed.
Roc's Feather	Vibrant Mangrove	A Roc's Feather is a type of feather unique to an avian monster that lived long ago known as a Kargaroc the species is believed to be extinct but their feathers persist often being regarded as artifacts. Wielding the feather gifts the user with the ability to perform a high double jump, allowing evasion of just about any attack.
Fire Rod 	Great Mos Ruins 	
Lens of Truth	Heilsung Crypt 	
===Outfits===
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==Items==
Items are consumable objects that the player can collect in the game, they're often bought or sold at shops although some can also be found out in the wild if the player goes exploring. 
Item 	Price (Buy/Sell)	Description
Dekana Seed 	5/1 	The Dekana Seed originates from the Dekana Plant, a carnivorous plant that is a descendant of the Deku Baba. The Seeds are able to be thrown and generate a bright flash of light, although they can also be ignited with the Lantern and other gear turning them into a distractor which leaves enemies vulnerable to attacks.
Red Potion 	20/10 	A potion with magical qualities to it that promote healing, the potion can restore health when it is drunk, one requires a bottle to store it.
Blue Potion 	35/20 	A potion with magical qualities to it that can recover lost Magic Power, it will completely restore the player's Magic Meter or can be used to overload the Magic Meter raising it to up to 50% over capacity, the Blue Potion requires a bottle to store it.
Purple Potion	60/45 	A potion with magical qualities to it that can both restore Health and Magic in its user, the potion lacks the overheal ability of the Blue Potion and requires a bottle to store it.
Fairy Potion 	300/100 	An extremely rare find, Fairy Potions are created by fairies and are considered a gift for most, they're capable of completely healing the user back to full health. Due to magical qualities in the potion they will activate even if the user is about to fall in battle however the potion requires a bottle to store it.
Bombs 	10/3 	Bombs are an explosive created by various races, they're a commonly used object both in combat and for clearing out hazards. Due to their volatile nature they need to be stored in a Bomb Bag.
Big Bomb 	35/15 	Big Bombs are a special Gorundo-made bomb that explodes with a much greater blast than regular bombs, they're capable of destroying far larger objects and can even break shields.
Bombchu 	50/25 	A highly mobile Bomb, appearing similar to a mouse, they can move along walls and even ceilings before exploding.
Rope 	10/2 	Rope is often used to navigate difficult areas, it can be used to reach locations otherwise inaccessible but also has combat properties as the player can lasso an enemy preventing them from attacking.
Arrows (5) 	15/10 	Arrows are the ammunition of Bows, they're useful due to the ability to imbue them with magical elements.
==Enemies==
Enemy 	Description
Abominom 	The Abominom are an ape-like enemy encountered in mountainous areas, their thick coats of fur protect them from the bitter cold. They're magically inclined towards ice and can breathe freezing, cold air although their bodies keep them safe in the cold, they have an aversion to fire and will attempt to flee if they feel the presence of heat.
Arkadai 	A reptilian creature that typically reside in swamp-like environments, they tend to stick near water. Their large jaws make them very dangerous to face head on although they're slow so flanking around them to attack is often very effective. They also make a strange noise in an attempt to deter the player from coming near them.
Armos 	A normally stationary enemy, Armos can come to life if they detect something nearby or if something touches them. They hop around swinging their arms and can strike the player with their blades. They're normally indestructible however bombs or striking them in the back will cause them to go into a meltdown, flailing wildly before exploding.
Arpagos 	A large flying reptile enemy, Arpagos will fly around and then attempt to swoop the player. It is best to handle them with ranged weapons and attacks.
Beamos 	Beamos are a sentinel-like enemy that will patrol a single area, rotating their eye around and shooting anything that comes into their field of vision with a high powered laser. Shooting the eye or throwing a bomb at them can easily dispatch them.
Big Octo 	Big Octos are an oceanic variant of the common Octorok, their large size is due to a well-developed diet. They attack much like their land-based cousins by shooting high pressure jets of water from their mouth, hitting their eyes will defeat this monster.
Big Poe 	The Big Poe is a collector of spirits, they are capable of turning the souls of the dead into Poes and are considered a menace to most. Only appearing at night, they are often warded off by guards and knights using light, their main weakness. They will often carry around a bell on the end of their scythes which they can use to call upon nearby Poes to attack on their behalf.
Bokoblin 	Originally believed to have gone extinct during the Imprisoning War, these strange goblin-like creatures still live on in the Farlands. Often living in small groups with other members of the -Blin family, they are the foot soldiers of demonic forces and attack with simple, rudimentary weapons often trying to use their numbers to overwhelm their opponents.
Bubble 	Bubbles are strange floating skulls that roam across the Farlands, no one knows where they originate from as they just appear out of thin air, some believe they're a manifestation of energy from the realm of Demons seeping into the mortal realm. Bubbles bring with them various curses, regular Bubbles emit a pink mist which can confuse one's mind making them unable to use weapons, red mist can inflict burns, blue mist can freeze those nearby and purple mist can leave a debilitating poison.
Bubble (Fire) 	Bubbles are strange floating skulls that roam across the Farlands, no one knows where they originate from as they just appear out of thin air, some believe they're a manifestation of energy from the realm of Demons seeping into the mortal realm. Bubbles bring with them various curses, regular Bubbles emit a pink mist which can confuse one's mind making them unable to use weapons, red mist can inflict burns, blue mist can freeze those nearby and purple mist can leave a debilitating poison.
Bubble (Ice) 	Bubbles are strange floating skulls that roam across the Farlands, no one knows where they originate from as they just appear out of thin air, some believe they're a manifestation of energy from the realm of Demons seeping into the mortal realm. Bubbles bring with them various curses, regular Bubbles emit a pink mist which can confuse one's mind making them unable to use weapons, red mist can inflict burns, blue mist can freeze those nearby and purple mist can leave a debilitating poison.
Bubble (Poison) 	Bubbles are strange floating skulls that roam across the Farlands, no one knows where they originate from as they just appear out of thin air, some believe they're a manifestation of energy from the realm of Demons seeping into the mortal realm. Bubbles bring with them various curses, regular Bubbles emit a pink mist which can confuse one's mind making them unable to use weapons, red mist can inflict burns, blue mist can freeze those nearby and purple mist can leave a debilitating poison.
Chuchu 	A lowly enemy, Chuchus are gelatinous creatures that roam around the Farlands and although pose little threat can still be troublesome. Chuchus also come in many colours and some use the jelly from their bodies to create potions and other liquids. A few variants that dwell in certain environments have adapted developing a hardened shell of rock around their body while their internal body has become molten-like, others meanwhile have large electrical impulses which constantly flow through their body giving them an electrifying field.
Chuchu (Fire) 	A lowly enemy, Chuchus are gelatinous creatures that roam around the Farlands and although pose little threat can still be troublesome. Chuchus also come in many colours and some use the jelly from their bodies to create potions and other liquids. A few variants that dwell in certain environments have adapted developing a hardened shell of rock around their body while their internal body has become molten-like, others meanwhile have large electrical impulses which constantly flow through their body giving them an electrifying field.
Chuchu (Thunder) 	A lowly enemy, Chuchus are gelatinous creatures that roam around the Farlands and although pose little threat can still be troublesome. Chuchus also come in many colours and some use the jelly from their bodies to create potions and other liquids. A few variants that dwell in certain environments have adapted developing a hardened shell of rock around their body while their internal body has become molten-like, others meanwhile have large electrical impulses which constantly flow through their body giving them an electrifying field.
Daira 	Daira are strange off-shoots of the Lizalfos family which attack with large axes that they create by sharpening the rocks against their teeth. Daira are surprisingly intelligent and are able to bait attacks and can counter-attack if they see an attack coming. Their weakness is their tails which are unarmoured, striking it causes them to flinch leaving them open to an onslaught of attacks. Some Daira who reside in more volcanic areas are known to breathe fire.
Daira (Fire) 	Daira are strange off-shoots of the Lizalfos family which attack with large axes that they create by sharpening the rocks against their teeth. Daira are surprisingly intelligent and are able to bait attacks and can counter-attack if they see an attack coming. Their weakness is their tails which are unarmoured, striking it causes them to flinch leaving them open to an onslaught of attacks. Some Daira who reside in more volcanic areas are known to breathe fire.
Darknut 	An incredibly dangerous monster, Darknuts are clad in heavy armour and have large broadswords and shields to protect themselves in battle. A single Darknut is known to be able to wipe out entire groups of town guards and even soldiers, they are a ferocious adversary who display an incredible skill with the swords they wield.
Deku Hornet 	More of a pest, these oversized insects are found commonly in forests where they protect their hives, if they sense someone is attempting to attack their hive they'll go on the offensive and fight back. Their stinger carries a potent poison that can inflict serious damage over time.
Dinolfos 	Dinolfos are a relative of Lizalfos that were believed to have gone extinct long ago, they are distinctly more aggressive and have rougher features including a large amount of spikes covering their bodies which act as natural armour. All Dinolfos are capable of breathing fire and can also cough out black smoke to blind their targets before attacking. They often carry around heavy maces to attack.
Dodongo Serpent 	Although few ever reach complete adulthood nowadays, Dodongo Serpents are a common site across the world. They're a small serpentine creature which are the immature forms of Dodongos. They will often burrow underground and travel great distances. They slither around quite quickly although are weak and can be defeated in a single slash, they're notable however for exploding upon death.
Floormaster 	Floormasters are a disembodied hand enemy that appear throughout the game typically in regions of darkness or in rare cases at night. They're a dangerous enemy who can drain the life force from Link or Zelda and can teleport them either back to the start of a dungeon or to a random nearby location in the overworld. Striking them will cause them to split into a swarm of smaller hands which can be defeated with a single slash each although will reform into the Floormaster if given time.
Gibdo 	Gibdo are a type of ReDead that is kept within wrappings, this makes them more resistant to damage although they can be set alight to remove the wrappings. They tend to hide underground and reveal themselves when prey come near. They attack with a paralyzing scream and move slowly towards their target before attacking by attempting to crush the target with their arms.
Gohma (Drone) 	Non-Royal Gohma are known as Drones and Soldiers and have an arachnid-like appearance although distinctly walk on four of their limbs while the remaining four act as feelers and arms. They typically hop around very quickly and will attempt to strike Link or Zelda with their arms. They're often encountered in groups and will usually form a line right before attacking to allow each one to hit the player. Soldiers are larger and tougher and may shield their eyes.
Gohma (Soldier) 	Non-Royal Gohma are known as Drones and Soldiers and have an arachnid-like appearance although distinctly walk on four of their limbs while the remaining four act as feelers and arms. They typically hop around very quickly and will attempt to strike Link or Zelda with their arms. They're often encountered in groups and will usually form a line right before attacking to allow each one to hit the player. Soldiers are larger and tougher and may shield their eyes.
Gohma (Larvae) 	The undeveloped form of a Gohma, though they're weak they can pose trouble due to their tendency to grip onto their target and suck the energy from them with two small mandibles. Like their adult counterparts, their eye is their weakness and their slow movement means if the player dodges one then it will pose little threat.
Goriya 	Goriyas are a dangerous fox-like enemy that typically hide in forested areas but can also be found in underground dungeons. They move in perfect synchronicity and are always found in pairs, each mirroring the others movements. They attack by flinging fireballs while they run and jump around and can also throw boomerangs.
Gyorg (Ocean) 	Gyorg are large shark-like enemies that can be found in two environments, their behaviour is the same regardless however those found in the Ocean are much larger than those found on the Beach and in Deserts. Their rough, rocky skull means they're immune to damage from head-on but are weak at the back, in addition bombs can prove effective.
Gyorg (Sand) 	Gyorg are large shark-like enemies that can be found in two environments, their behaviour is the same regardless however those found in the Ocean are much larger than those found on the Beach and in Deserts. Their rough, rocky skull means they're immune to damage from head-on but are weak at the back, in addition bombs can prove effective.
Hinox 	Hinox are a highly aggressive, cycloptic creature that is found rarely across the Farlands preferring to dwell in the mountainous regions. Their large and imposing figure is complimented by their surprising intelligence, capable of building fortifications they are solitary yet resourceful, creating makeshift bombs or in some cases giant snowballs to hurl at Link & Zelda.
Karat Crab 	Karat Crabs are a small crustacean enemy, apparently according to the Topota they're considered a delicacy in the Farlands although their sharp pincers and their fast side-to-side movement means they can be a bit tricky to deal with.
Keese 	A universally common enemy, Keese are one of the most widespread creatures across the planet, these small bats typically fly around at night but can be found in caves, dense forests and in particularly extremem environments. Some are magically gifted with Fire or Ice making them burn or freeze their targets upon contact.
Keese (Fire) 	A universally common enemy, Keese are one of the most widespread creatures across the planet, these small bats typically fly around at night but can be found in caves, dense forests and in particularly extremem environments. Some are magically gifted with Fire or Ice making them burn or freeze their targets upon contact.
Keese (Ice) 	A universally common enemy, Keese are one of the most widespread creatures across the planet, these small bats typically fly around at night but can be found in caves, dense forests and in particularly extremem environments. Some are magically gifted with Fire or Ice making them burn or freeze their targets upon contact.
Lanmola 	Lanmola are large burrowing centipede-like creatures typically found in dry and mountainous environments. They're among the largest common enemies in the game and will jump out of the ground, temporarily travelling through the air before burrowing back underground. They can also pop their head up from the ground to hurl rocks at Link & Zelda.
Leever 	Leevers are a desert-dwelling creature that spin around rapidly, they attack in groups but pose little threat. A larger, purple variant are known as Royal Leevers although aside from being tougher pose no greater threat.
Leever (Royal) 	Leevers are a desert-dwelling creature that spin around rapidly, they attack in groups but pose little threat. A larger, purple variant are known as Royal Leevers although aside from being tougher pose no greater threat.
Lizalfos 	Lizalfos are a highly intelligent reptilian creature found all across the Farlands. They attack in groups and use bladed weapons, typically the leader of the pack will be distinguished by a raised frill. They're skilled in hand-to-hand combat although once the chain of command is broken they become less effective.
Miniblin 	A small goblin-like enemy, they're incredibly numerous typically being found in hordes. They swarm and attack with little pitchforks but can be defeated with a single strike and often results in defeating multiple Miniblins simultaneously.
Mini-Gleeok 	Mini-Gleeoks are small two-headed draconic creatures, they attack by spitting fireballs and charging at Link & Zelda. They're only defeated once both heads at separated from the body.
Mini-Moldorm 	Mini-Moldorms are the larval stage of Moldorms, considerably faster than their adult counterpart, Mini-Moldorms lack body armour, so striking them anywhere will deal damage. They crawl around on floors, walls and even ceilings where possible.
Moblin 	A surprisingly intelligent monster, Moblins are mistakenly regarded to be as stupid as Bokoblins, however possess a much greater ability to think. Some have even been noted as being able to mimic the spoken language of Gamelians and Sheikah, albeit rather brokenly. They wear worn but functional armour and typically carry around polearms, maces and battleaxes.
Octorok 	Octoroks are a terrestrial dwelling cephalopodic creature that disguise themselves as shrubs, rocks, treasure, among other things. If they detect something is nearby then they'll pop out and shoot a rock from their snout. Altnernatively if the target is far enough away they'll create a vacuum to pull them closer.
Peahat 	Peahats are a very specialized plant capable of flying thanks to its extremely large, broad leaves. Their roots are sharp and covered in thorns, as they fly around they attempt to attack the player by driving their thorns through Link & Zelda.
Peahat (Big) 	Peahats are a very specialized plant capable of flying thanks to its extremely large, broad leaves. Their roots are sharp and covered in thorns, as they fly around they attempt to attack the player by driving their thorns through Link & Zelda.
Poe 	Poes are restless spirits found all over the world, they're known to carry lanterns and can use them both as a short-range melee weapon and also to hurl dancing fire which jumps around after it's landed. They only come out at night or in dark environments and have an extreme weakness to light, burning up at the mere sight.
Redead 	Redeads are a horrifying creature that appear to protect things that held great value in their past. Their ghastly appearance is due to all the water in their body evaporating over time. Redeads slowly lumber towards the player while letting out a ghastly scream which paralyzes Link & Zelda in place. If they grip on the Redeads will attack by clawing at them and biting them.
Rope 	Ropes are small serpents that dwell in caves, they can be defeated a single hit but will charge rapidly towards the player if Link & Zelda get in their line of sight. A Stal variant exists which has an armoured skull, when struck this variant will reverse direction.
Rope (Stal) 	Ropes are small serpents that dwell in caves, they can be defeated a single hit but will charge rapidly towards the player if Link & Zelda get in their line of sight. A Stal variant exists which has an armoured skull, when struck this variant will reverse direction.
Skulltula 	Skulltulas are an unusual spider monster that appear in many locations although are prominent in forests and old ruins. They create nets which they trap prey with and can shoot silk from their abdomen. Some will ambush Link & Zelda from above while others hang, acting as blockades. Their top-side is heavily armoured and won't take damage.
Stal-Wizard 	Stal-Wizards are a highly-skilled variant of Stalfos that are capable of magic, they can use their dark magic to summon Stalfos to fight for them and can create false copies to trick the player. They also teleport and can send out energy attacks which can be deflected with an adequate shield.
Stalfos 	Stalfos are skeletal creatures that are believed to have once been people who lived in the lands where they were buried. There are many different types of Stalfos however the ones found on the Farlands match the six intelligent species. Most wield weapons they once held in life and will typically fight head-on. The Stal-Topota can use their tails as a whip-like weapon when attacking while the Stal-Aru-Ainu may attempt to pounce Link & Zela to bite at them. Stal-Zora can be found in the water and can create a watery shield to protect their body although it dries out quickly on land.
Tektite 	Tektites are strange insect-like creatures with a single eye, some believe they're related to Gohma although there is no certainty on that. They typically are found near bodies of water and hop around on land, usually in an attempt to disorientate their target before stomping on them. Some Tektites can also be seen skating on water, using water tension to hold them up.
Vire 	Vires are a highly aggressive bat-like demonic monster that are rarely seen across the Farlands. They're very dangerous as they can summon swarms of Keese, swoop to attack, summon fire magic to burn Link & Zelda and can summon a pitchfork to attack with in melee combat. Despite their comparatively small size they're one of the toughest creatures in the game.
Wallmaster 	Wallmasters are disembodied hands which patrol dungeons, there are two variants, those that attack from above which appear nearly identical to Floormasters and those that patrol rooms which have a distinctly armoured appearance, looking closer to a gauntlet. If either variant grab Link & Zelda they'll be taken back to the start of the dungeon after taking damage.
Wizzrobe (Lesser)	Wizzrobes are powerful mages that appear in the Farlands, they attack by teleporting and then firing blasts of magic, the effect varies from Wizzrobe to Wizzrobe. In addition to their regular attacks each one has a secondary attack, Lesser Wizzrobes can fire multiple, bouncing projectiles across the room, Fire Wizzrobes can create a wall of flames and Ice Wizzrobes can encase themselves in ice and then ricochet around the area.
Wizzrobe (Fire) 	Wizzrobes are powerful mages that appear in the Farlands, they attack by teleporting and then firing blasts of magic, the effect varies from Wizzrobe to Wizzrobe. In addition to their regular attacks each one has a secondary attack, Lesser Wizzrobes can fire multiple, bouncing projectiles across the room, Fire Wizzrobes can create a wall of flames and Ice Wizzrobes can encase themselves in ice and then ricochet around the area.
Wizzrobe (Ice) 	Wizzrobes are powerful mages that appear in the Farlands, they attack by teleporting and then firing blasts of magic, the effect varies from Wizzrobe to Wizzrobe. In addition to their regular attacks each one has a secondary attack, Lesser Wizzrobes can fire multiple, bouncing projectiles across the room, Fire Wizzrobes can create a wall of flames and Ice Wizzrobes can encase themselves in ice and then ricochet around the area.
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