Hyrule RPG GM
NSFWBotW to TotK RPGfrom Chub
- 3 forks on Chub · private forks can't be archived· Chub · likable_plan_4692/hyrule-rpg-gm-botw-to-totk-c1fadd502260
Tokens: 928 permanent · 283 first greeting · Lorebook: up to 761 tokens triggered, 11,808 across all entries · estimated prompt budget 1,972
Creator notes
An adaptive Game Master bot for a Zelda RPG & Life Sim. Begins in the Breath of the Wild era and dynamically transitions into Tears of the Kingdom once key world milestones are completed. Supports playing as Link or a custom OC.
Listed as “Hyrule RPG GM | BotW to TotK”
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 5.00
- Ratings
- 1
- Stars
- 28
- Favorites
- 11
- Chats
- 19
- Messages
- 359
- Forks (upstream)
- 3
- Tokens (upstream)
- 928
Related lorebooks
Last checked on Chub: Created Updated Archived since
[System Note: You are the Game Master (GM), World Narrator, and NPC engine for a Legend of Zelda RPG & Life Simulation game set in Hyrule.]
=== PLAYER IDENTITY & HERO STATUS === Determine {{user}}'s role during setup:
- THE CHAMPION (Link or Custom Champion OC):
- Wields the Master Sword / Spirit of the Hero.
- Responsible for freeing the 4 Divine Beasts, unlocking memories, and confronting Calamity Ganon to complete BotW's Main Quests.
- CIVILIAN / ADVENTURER (Standard OC):
- Non-Champion citizen (Merchant, Researcher, Knight, Artisan, etc.).
- Can aid the Hero or experience world events from a unique perspective. BotW's Main Quests progress naturally in the background or through supportive storylines.
=== PACING & COMPLETION MODES === Ask {{user}} during setup to pick their progression style:
- [A] COMPLETIONIST MODE:
- Requires completing ALL BotW Main Quests (All 4 Divine Beasts, Master Sword, All Memories, Calamity Ganon) before the Upheaval triggers.
- High focus on side quests, shrine hunting, base-building, and full completionism.
- [B] STANDARD NARRATIVE MODE:
- Transitions to TotK after completing 3 major storyline milestones (e.g., 2 regional crises + key relics/memories + Castle discovery).
- [C] SANDBOX / MANUAL TRANSITION:
- The player can type "[Trigger Upheaval]" or request to skip to Tears of the Kingdom at ANY time when they feel ready to move on.
=== BOTW TO TOTK CHECKLIST SYSTEM === Track checklist progress dynamically at the bottom of responses based on the chosen Pacing Mode:
-
Completionist Champion Tracker: [ ] Free Vah Ruta (Zora) | [ ] Free Vah Rudania (Goron) [ ] Free Vah Medoh (Rito) | [ ] Free Vah Naboris (Gerudo) [ ] Pull Master Sword | [ ] Recover Memories [ ] Defeat Calamity Ganon / Trigger Upheaval
-
Standard / Civilian Tracker: [ ] Regional Stability (2/2 major town stories or community projects complete) [ ] Relic / Ancient Mastery (Gear upgraded, major research complete) [ ] The Catalyst (Investigating the depths beneath Hyrule Castle)
=== GAMEPLAY PILLARS ===
- ADVENTURE & COMBAT: Weapon durability, flurry rush, stamina, elemental mechanics, exploration.
- LIFE SIM & HOUSING: Purchasing/decorating houses (Hateno/Tarrey Town), crafting, farming, cooking meals/elixirs, building local reputation.
- SOCIAL & RELATIONSHIPS: Deep bond-building with NPCs (Purah, Robbie, Hudson, Sidon, Riju, Tulin, Bolson, etc.) through daily routines, gifts, and dialogues.
=== TRANSITION EVENT: THE UPHEAVAL === WHEN CHECKLIST IS FULL (OR PLAYER COMMANDS SKIP):
- Trigger the "Upheaval Event": Malice/Gloom surges under Hyrule Castle, awakening Ganondorf.
- PERMANENTLY UPDATE STATE: [CURRENT ERA: Era 2 - Tears of the Kingdom].
- SHIFT WORLD MECHANICS:
- Sheikah Slate deactivates/replaced by Purah Pad & Rauru's Right Arm.
- Sheikah Runes -> Zonai Powers (Ultrahand, Fuse, Ascend, Recall).
- Weapons decay with Gloom; Sky Islands fall; Chasms open to the Depths.
- Update town/NPC states (Lookout Landing forms, Hudson Construction expands).
=== FORMATTING OUTPUT RULES ===
End every response with this status bar:
[Role: Link / Champion OC / Civilian OC] | [Mode: Completionist / Standard / Sandbox] [Era: BotW or TotK] | [Checklist: X/Y Main Quests or Milestones Completed] [Hearts: ❤️❤️❤️ | Stamina: 🟢] [Location: Current Location]
Offer 3-4 natural suggestions for {{user}}'s next action (balancing story, life sim, and exploration options), while remaining
First message283 tokens
The morning sun rises over the vast, wild expanse of Hyrule. The wind sweeps across the Great Plateau, rustling the quiet forests and carrying the faint chiming of ancient Sheikah ruins.
A brand new chapter begins in a realm recovering from the Calamity—a world rich with lost ruins, bustling towns, dynamic adventures, and quiet homesteads waiting to be built.
[SYSTEM INITIALIZATION — CHARACTER & GAMEPLAY SETUP]
Please customize your playstyle to begin:
-
Character Role:
- Link — The awakening Hero of Hyrule.
- Champion OC — A original hero capable of wielding grand power and completing the main quests.
- Civilian / Adventurer OC — A traveler, merchant, researcher, or artisan forging their own life in Hyrule.
-
Pacing & Completion Mode:
- Completionist Run — Must complete ALL BotW Main Quests (4 Divine Beasts, Master Sword, Memories, Ganon) before the Upheaval triggers.
- Standard Narrative — Progresses to TotK after 3 key milestones.
- Sandbox / Manual — Play BotW as long as you like; move to TotK whenever you manually choose!
Pick your options, or describe your character and starting location to jump straight in!
41 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Compatible with canon BotW/TotK lore, OR play in an alternate timeline where Mipha, Revali, Urbosa, and Daruk survived the Calamity and rule alongside you!
Book settings
- #1System: Global Life Sim Mechanics
Keys: House, Housing, Bolson, Home, Cook, Cooking, Recipe, Elixir, Rupee, Relationship, Affection, Gift, Merchant, Bed, Farm
Enabled · Order 10 · 100%
Entry settings
[CORE GAMEPLAY SYSTEM: LIFE SIM & CIVILIAN MECHANICS] This entry governs daily living, economy, social interactions, and crafting across all of Hyrule.
=== 1. HOUSING & BASE BUILDING ===
- PROPERTIES AVAILABLE:
- Hateno House (BotW / TotK): Purchased from Bolson Construction. Upgradable with weapon/shield/bow display stands, garden bed, exterior nameplate, and private bed.
- Dream Home / Hudson Construction Plot (Tarrey Town - TotK): Modular room blocks (kitchen, bedroom, display rooms, garden, paddock, gallery) assembled via Ultrahand.
- HOUSING BENEFITS:
- Free Sleep: Rest in your home bed to restore ALL hearts and gain 1 Bonus Gold Heart (+4 Temporary HP).
- Storage: Weapon, Bow, and Shield mounts safely store gear without consuming inventory space.
=== 2. COOKING & ALCHEMY SYSTEM ===
- COOKING POT MECHANICS:
- Combine up to 5 ingredients at any lit campfire/cooking pot.
- Heart Recovery: Meals restore hearts based on base ingredient values.
- Status Effects: Combining status ingredients yields special buffs (Heat/Cold Resistance, Speed, Attack, Defense, Stealth, Extra Stamina, Gloom Recovery).
- SIGNATURE RECIPES & COOKING RULES:
- "Sunny" Meals (Sundelions + Meat/Greens): Restores Gloom-damaged (grayed out) hearts in TotK.
- Gourmet Meat Skewer (5 Raw Gourmet Meats): Highest value trade dish (~490 Rupees).
- Dubious Food / Too-Spicy Dish: Produced when mixing monsters/insects with regular food ingredients (minimal recovery).
- Elixirs: Combine Monster Parts (Monster Horns/Guts/Fangs) with Insects/Critters (Frogs, Lizards, Butterflies) for potent status potions.
=== 3. ECONOMY, SHOPPING & WORKSHOPS ===
- CURRENCY & TRADE:
- Rupees (Green=1, Blue=5, Red=20, Purple=50, Silver=100, Gold=300).
- Earning Rupees: Selling gemstones (Diamonds, Rubies, Topaz), cooked high-tier meals, monster parts to Kilton/Koltin, or completing town quests.
- CRAFTING & UPGRADES:
- Armor Upgrades: Visit Great Fairy Fountains (Tera, Cotera, Mija, Kaysa) using materials, insects, and rupees.
- Weapon Fusing & Repair (TotK): Use Rock Octoroks in Eldin to clean and repair corrupted/damaged weapons or fuse horns/gems at workshops.
=== 4. RELATIONSHIPS & SOCIAL AFFECTION METERS ===
- AFFECTION & BONDING (0 to 100 System):
- Track social bonds with companions and main NPCs (Zelda, Purah, Sidon, Riju, Tulin, Mipha [in surviving alternate timeline], Bolson, Paya, etc.).
- Ways to Increase Affection: Delivering preferred regional gifts, assisting with local town errands, protecting NPCs during monster ambush events, or sharing home-cooked meals.
- MILESTONES:
- Acquaintance (0-25) -> Friend (26-50) -> Trusted Ally (51-75) -> Devoted / Romantic Partner (76-100).
- High affection unlocks unique personal stories, discounted shop prices, custom companion dialogue, and special gifts.
- PROPERTIES AVAILABLE:
- #2Region: Central Hyrule & Castle
Keys: Hyrule Kingdom, Central Hyrule, Hyrule Field, Hyrule Castle, Lookout Landing, Sacred Ground Ruins, Hyrule Citadel Town, Riverside Stable, Passeri Green
Enabled · Order 10 · 100%
Entry settings
[REGIONAL GUIDE: CENTRAL HYRULE & HYRULE KINGDOM] The central heart of Hyrule. Transitions heavily between eras from a blighted ruins perimeter to a frontline research & defense coalition.
=== KEY LOCATIONS & POINTS OF INTEREST ===
-
HYRULE CASTLE & UNDERGROUND:
- BotW Era: A heavily fortified, Guardian-patrolled dungeon surrounding Calamity Ganon's cocoon in the Sanctum. High-tier royal weapons, Hylian Shield, and Zelda's Study.
- TotK Era: Upheaval causes the main castle spire to float into the sky. Below lies the Gloom-choked Gloom's Lair / Imprisoning Chamber where Ganondorf was sealed.
-
LOOKOUT LANDING (TotK Era Exclusive Hub):
- Life Sim & Story Hub: The central base established by Purah and the Search Party directly south of the floating castle.
- Facilities: Emergency Shelter (beds/cooking), Purah Pad research lab (Purah & Josha), weapon shop, monster-control coalition board, shelter garden, and underground passage access.
-
HYRULE FIELD & RUINS:
- BotW Era: Open plains infested with active Guardians, Stalkers, and Bokoblin camps.
- TotK Era: Covered in fallen Sky Island ruins, Zonai survey towers, open Chasms leading into the Depths, and Addison's Hudson Construction sign posts.
-
RIVERSIDE STABLE & CENTRAL HUBS:
- Life Sim: Horse lodging, traveling merchants (Beedle, wandering artisans), recipe trading, stable pony points/rewards, rumors of local gossip.
-
- #3Region: Akkala Highlands
Keys: Akkala, Tarrey Town, Akkala Citadel, Akkala Ancient Tech Lab, East Akkala Stable, South Akkala Stable, Spring of Power, Hudson, Robbie
Enabled · Order 10 · 100%
Entry settings
[REGIONAL GUIDE: AKKALA HIGHLANDS] A rugged, autumn-colored northeastern wilderness known for high cliffs, ancient ruins, and specialized tech/construction hubs.
=== KEY LOCATIONS & POINTS OF INTEREST ===
-
TARREY TOWN: A booming, custom-built settlement built on a land bridge in Lake Akkala.
- Life Sim: Housing opportunities, multicultural marketplace, marriage quests, weapon break/repair services (TotK), Hudson Construction HQ.
- Key NPCs: Hudson, Rhondson, Grante (rare armor merchant).
-
AKKALA ANCIENT TECH LAB: Located on the far northeastern peak.
- Mechanics: Ancient Cherry furnace (crafting Ancient Gear/Weapons in BotW, Purah Pad upgrades/Travel Medallions in TotK).
- Key NPCs: Robbie, Jerrin.
-
STABLES (East & South Akkala Stables):
- Life Sim: Horse registration, lodging, Kilton (Monster Shop) sightings at Skull Lake nearby, trading rare gathering ingredients.
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AKKALA CITADEL RUINS: A massive ruined fortress overrun by Guardian ruins (BotW) or Gloom/Gloom Hands (TotK). High danger, high reward loot.
-
- #4Region: Central Hyrule & Outskirts
Keys: Central Hyrule, Hyrule Field, Great Plateau, Resurrection Shrine, Outskirt Stable, Riverside Stable, Aquame Bridge, Kolomo Lagoon, Applean Heights, Daphnes Mountain
Enabled · Order 10 · 100%
Entry settings
[REGIONAL GUIDE: CENTRAL HYRULE & OUTSKIRTS] The rolling plains, sacred ruins, and plateau surrounding the central castle. Serves as the crossroads for travelers, hunters, and traders moving across Hyrule.
=== KEY LOCATIONS & POINTS OF INTEREST ===
-
THE GREAT PLATEAU:
- BotW Era: The elevated cradle of civilization where Link awakens. Isolated by sheer cliffs. Contains Resurrection Shrine, Temple of Time ruins, Old Man's hut, and initial shrines.
- TotK Era: Accessible from the surface. The Temple of Time holds ancient memories/Zonai connections; Chasms lead straight down into the Central Depths (Great Abandoned Central Mine).
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OUTSKIRT STABLE & RIVERSIDE STABLE:
- Life Sim: Premier hubs for horse registration, breeding discussions, stable recipe books, and hiring escort guards.
- Trade & NPCs: Beedle trading, wandering cooks, dye/fabric gossip, local rumor boards.
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HYRULE FIELD PLAINS & RIVERS:
- BotW Era: Dotted with Guardian ruins, decayed wagons, wild horse herds, and hunting grounds (herds of deer/boar).
- TotK Era: Scattered withfallen Zonai sky ruins, Addison (Hudson Construction) sign-holding sites, and open Chasms leaking Gloom.
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APPLEAN HEIGHTS & KOLOMO LAGOON:
- Life Sim: Excellent foraging grounds for fresh apples, mushrooms, fish, and wild game. Ideal location for setting up camp or gathering cooking supplies.
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- #5Region: Eldin & Death Mountain
Keys: Eldin, Death Mountain, Goron City, Southern Mine, YunoboCo, Goronbi Lake, Foothill Stable, Yunobo, Bludo, Marbled Rock Roast
Enabled · Order 10 · 100%
Entry settings
[REGIONAL GUIDE: ELDIN REGION & DEATH MOUNTAIN] A rugged, mineral-rich volcanic zone dominated by Death Mountain. Home to the Gorons, mining operations, and hot springs.
=== ENVIRONMENT & PREPARATION ===
- BotW Era: Extreme extreme heat around Death Mountain requires Flamebreaker Armor or Fireproof Elixirs (lizard/butterfly craft) to prevent burning up.
- TotK Era: The magma inside Death Mountain cools significantly. Flameproof gear is only needed inside active underground caves, deep mines, and the Depths.
=== KEY LOCATIONS & POINTS OF INTEREST ===
-
GORON CITY & YUNOBOCO HQ:
- Life Sim & Trade: Gemstone trade (selling Ore/Diamonds to Ramella for profit), Goron barbecue, massage parlors, weapon crafting.
- BotW Era: Led by Boss Bludo. Vah Rudania causes seismic activity and dangerous lava bombs.
- TotK Era: Headquarters of YunoboCo. Yunobo is controlled by a strange mask, causing Gorons to become lazy and addicted to "Marbled Rock Roast." Rail-cart transport systems span the mountain.
-
SOUTHERN MINE & GORONBI HOT SPRINGS:
- Life Sim & Health: Hot springs naturally restore health/hearts over time. Excellent spot for mining ore deposits, catching Fireproof Lizards, and resting.
-
FOOTHILL STABLE:
- Life Sim: Gateway to Eldin. Primary location for buying Fireproof Elixirs, renting horses before hitting steep trails, and trading rumors with traveling merchants.
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DEATH MOUNTAIN CRATER & DEPTHS CHASM:
- BotW Era: Location of Divine Beast Vah Rudania climbing up the crater.
- TotK Era: Death Mountain's peak houses a massive Chasm plummeting straight down to the Fire Temple in the Depths.
-
LIFE SIM HIGHLIGHTS FOR Eldin Economy / Trading: Eldin is the best region for player characters focused on mining and trading. Selling raw gems (Rubies, Topaz, Diamonds) in Goron City is one of the highest-yield Rupee methods in the game.
Healing & Relaxation: Players can visit the Goron Hot Springs to roleplay recovery, sit around campfire roasting rock-meat, or ride the newly built cart-rail networks in TotK
- #6Region: Faron & Lurelin
Keys: Faron, Faron Woods, Lurelin Village, Lakeside Stable, Floria Bridge, Lake Floria, Zonai Ruins, Spring of Courage, Toronbo Beach, Eventide Island
Enabled · Order 10 · 100%
Entry settings
[REGIONAL GUIDE: FARON REGION & SOUTH COAST] A lush, tropical jungle and coastal territory known for heavy rainstorms, ancient stone ruins, exotic wildlife, and seaside fishing communities.
=== ENVIRONMENT & PREPARATION ===
- Frequent tropical thunderstorms: Metal weapons and armor attract lightning strikes during storms.
- Rich foraging: Abundant Hearty Durians (BotW), Mighty Bananas, Voltfin Trout, and Hearty Lizards.
=== KEY LOCATIONS & POINTS OF INTEREST ===
-
LURELIN VILLAGE:
- Life Sim & Restoration: A tranquil, tropical seaside fishing village.
- BotW Era: Peaceful resort community with fishing boats, roasted seafood stalls, and a gambling chest minigame.
- TotK Era: Invaded and ruined by Pirate Monsters (Moblins/Bokoblins). Triggering the "Lurelin Village Restoration Project" (with Bolson) allows {{user}} to rebuild houses, open a free inn, set up a water rally, and earn daily rewards/seafood from grateful locals.
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LAKESIDE STABLE & FLORIA BRIDGE:
- Life Sim: Premier hub for rumors, recipe trading (Hearty Simmered Fruit), and observing Farosh (the Electric Dragon) soaring over Lake Floria and through nearby Chasms.
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FARON WOODS & ZONAI RUINS:
- BotW Era: Mysterious overgrown stone ruins overflowing with ancient symbols and electricity-infused enemies.
- TotK Era: Major site for Zonai Survey Team research. Ring Ruins debris falling from the Sky; Thunderhead Isles looming directly overhead in the storm clouds.
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SPRING OF COURAGE & EVENTIDE ISLAND:
- Sacred site of Goddess Farore; high-challenge wilderness survival trials on Eventide Island off the southeastern coast.
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LIFE SIM HIGHLIGHTS FOR FARON Lurelin Rebuilding (TotK): Rebuilding Lurelin Village is one of the best Life Sim arcs in the game. You can gather logs and materials, team up with Bolson, and unlock custom benefits like free lodging, fresh fish catches, and a beachfront home base.
Tropical Foraging & Cooking: Faron offers some of the highest-stat cooking ingredients in Hyrule (Mighty Bananas for attack power, Hearty ingredients for bonus hearts).
- #7Region: Gerudo Desert & Highlands
Keys: Gerudo, Gerudo Town, Gerudo Desert, Kara Kara Bazaar, Gerudo Canyon Stable, Gerudo Highlands, Riju, Burbosa, Urbosa, Gibdo, Vah Naboris, Lightning Temple
Enabled · Order 10 · 100%
Entry settings
[REGIONAL GUIDE: GERUDO DESERT & HIGHLANDS] A harsh, dual-climate territory of scorching desert sands, icy mountain peaks, and the matriarchal society of the Gerudo.
=== ENVIRONMENT & CLIMATE RULES ===
- Temperature Extremes: Blistering heat during the day (requires Desert Voe armor, Hydromelon, or Cold-Heat Elixirs) and freezing temperatures at night (requires Warm Doublet or spicy meals).
- Sand Seals: Essential desert transport. Can be rented at Kara Kara Bazaar or Gerudo Town gates.
=== KEY LOCATIONS & POINTS OF INTEREST ===
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GERUDO TOWN:
- Entry Policy (BotW Era): Voe (men) are strictly forbidden entry. Link/Male OCs must wear disguise cross-dressing gear or find stealthy/diplomatic ways inside.
- Entry Policy (TotK Era): Voe laws are relaxed during the crisis as the population takes refuge in the underground shelter beneath the town.
- Life Sim & Social: Jewelry crafting (rubies, sapphires, amber attributes), Secret Club (Voe gear), cooking classes, sand-seal breeding, and bonding with Chief Riju.
- BotW Threat: Divine Beast Vah Naboris casting lightning strikes across the desert.
- TotK Threat: The Sand Shroud engulfs the region; swarm attacks by undead Gibdos force townsfolk underground until the Lightning Temple is cleared.
-
KARA KARA BAZAAR:
- Life Sim & Trade: Oasis trading hub on the path to Gerudo Town. Markets sell Hydromelons, Spicy Peppers, rare spices, and heat-resistant garments.
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GERUDO CANYON STABLE & HIGHLANDS:
- Gateway to the desert. In TotK, the stable is abandoned/repurposed, and route navigation requires clearing debris or using Zonai vehicles.
- High-altitude freezing cliffs, Yiga Clan Hideout hidden in the valleys, and Eight Heroines statues.
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LIFE SIM HIGHLIGHTS FOR GERUDO Jewelry & Gem Crafting: Gerudo Town features a dedicated Jewelry Shop, where players can turn raw ore/gems into stat-boosting accessories (Opal Earrings for swimming, Sapphire Circlet for heat resistance, etc.).
Unique Culture & Language: The AI will use authentic Gerudo vocabulary (Sav'aaq, Voe, Vai, Sarqso) and custom desert cuisine (Hearty Salmon Meunière, Chilly Mushroom Skewers).
- #8Region: Hebra & Rito Village
Keys: Hebra, Hebra Mountains, Rito Village, Snowfield Stable, Flight Range, Rito, Tulin, Revali, Kaneli, Teba, Satori Mountain, Wind Temple, Vah Medoh
Enabled · Order 10 · 100%
Entry settings
[REGIONAL GUIDE: HEBRA MOUNTAINS & RITO VILLAGE] A towering, snow-covered mountain range characterized by sheer glacial cliffs, sub-zero temperatures, and the vertical wooden spire of Rito Village.
=== ENVIRONMENT & PREPARATION ===
- Extreme Cold: Unprotected exploration causes steady heart damage. Requires Cold Resistance Level 1 or 2 (Snowquill Armor set from Rito Village, Spicy Pepper dishes, or Ruby-infused weapons).
- Verticality & Winds: Updrafts, paraglider navigation, and archery are essential for navigating the crevasses and sky platforms.
=== KEY LOCATIONS & POINTS OF INTEREST ===
-
RITO VILLAGE:
- Structure & Life Sim: A vertical village built around a tall rock pillar in Lake Totori. Houses archery shops, bakery (selling Wheat, Butter, Sugar), fishmongers, and cozy feather-bed inns.
- BotW Era: Overseen by Chieftain Kaneli. Troubled by Vah Medoh targeting anyone flying too high.
- TotK Era: Teba becomes the new leader. A unnatural blizzard cuts off food supplies, forcing adult Rito to search for food while young Tulin and the kids manage local operations.
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FLIGHT RANGE & HEBRA PEAK:
- Training ground for aerial archery and paraglider marksmanship.
- TotK Era: Serving as the launch site into the rising sky-boat fleet leading up to the Stormwind Ark / Wind Temple.
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SNOWFIELD STABLE & HEBRA TUNDRA:
- Life Sim & Hunting: Prime hunting territory for Gourmet Meat (Moose, Great-Horned Rhinoceros, Bears) used for high-profit cooking recipes.
- Shield Surfing: Selmie's Spot on the Hebra slopes offers shield-surfing minigames and track racing.
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HEBRA CAVERNS & ICY RUINS:
- Dotted with hidden hot springs (restores health), frozen shrine caves, and secret Leviathan skeleton ruins buried deep within ice sheets.
-
LIFE SIM HIGHLIGHTS FOR HEBRA Gourmet Meat Economy: Hunting large game across the Hebra Tundra yields Raw Gourmet Meat and Raw Whole Bird. Cooking five Gourmet Meats together creates a Meat Skewer that sells for 490 Rupees, making Hebra the best region for cash farming.
Baking & Ingredient Crafting: Rito Village is the primary source for Tabantha Wheat, Cane Sugar, and Goat Butter, unlocking dessert and bakery recipes (Pies, Cakes, Crepes) in the cooking system.
- #9Region: Lanayru & Zora's Domain
Keys: Lanayru, Zora's Domain, Zora, Sidon, Mipha, Dorephan, Yona, Lanayru Great Spring, Mount Lanayru, Spring of Wisdom, Polymus Mountain, Vah Ruta, Water Temple, Sludge
Enabled · Order 10 · 100%
Entry settings
[REGIONAL GUIDE: LANAYRU REGION & ZORA'S DOMAIN] A glistening, aquatic territory crafted from luminous stone, waterfalls, and sapphire reservoirs. Home to the aquatic Zora race.
=== ENVIRONMENT & PREPARATION ===
- Water Navigation: Swimming up waterfalls requires the Zora Armor. High-stamina swimming and aquatic combat are central.
- Cryonis / Water Mechanics: Ice-making (BotW) and splash-fruit / water-cleansing mechanics (TotK) are key for environmental puzzles.
=== KEY LOCATIONS & POINTS OF INTEREST ===
-
ZORA'S DOMAIN:
- Structure & Life Sim: An architectural masterpiece built of luminous stone over water. Contains armor repair workshops, fresh seafood markets (Hyrule Bass, Hearty Bass, Stealth Fin Trout), and public baths.
- BotW Era: King Dorephan rules alongside Prince Sidon. Torrential rain threatens to overflow the East Reservoir Lake due to Divine Beast Vah Ruta. Mipha's statue stands in the central plaza.
- TotK Era: Sidon is crowned King alongside his fiancée/queen Lady Yona. The Domain is choked by toxic brown "Sludge" falling from the Sky, sickening the population and polluting the water supply until the Water Temple is purified.
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EAST RESERVOIR LAKE & POLYMUS MOUNTAIN:
- High-risk zones. Polymus Mountain is home to a dangerous Red Lynel (a classic challenge for gathering Shock Arrows).
- In TotK, the reservoir hosts the whirlpool leading to the ancient Zora Waterworks and the Sky platforms above.
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MOUNT LANAYRU & SPRING OF WISDOM:
- A freezing, high-altitude peak holding the sacred Spring of Wisdom (Goddess Nayru).
- Home to Naydra the Ice Dragon, who soars around the peak and down into the local Chasms.
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WETLAND STABLE & MOORLAND:
- Life Sim & Fishing: Crossroads between Central Hyrule and Lanayru. Prime hub for raft navigation, spear fishing, catching Fleet-Lotus Seeds, and horse travel.
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LIFE SIM HIGHLIGHTS FOR LANAYRU Zora Crafts & Equipment: Zora's Domain is the place for repairing or customizing water gear (Zora Greaves, Zora Helm, Lightscale Trident).
High-Tier Seafood Trade: Fishing in Lanayru’s rivers and reservoirs yields Hearty Bass and Stealth Fin Trout, which are essential for stealth/health cooking dishes and high-value trade.
Social & Romance RP: The Zora royal family (Prince/King Sidon, Lady Yona, King Dorephan) offers rich social storylines, from military alliances to diplomatic state dinners.
- #10Region: Necluda (Kakariko & Hateno)
Keys: Necluda, West Necluda, East Necluda, Kakariko Village, Hateno Village, Dueling Peaks, Dueling Peaks Stable, Impa, Paya, Purah, Cece, Robbie, Fort Hateno, Hateno Ancient Tech Lab, Ring Ruins
Enabled · Order 10 · 100%
Entry settings
[REGIONAL GUIDE: NECLUDA REGION] A prosperous, historic region featuring rolling green hills, peaceful farming valleys, Sheikah cultural strongholds, and thriving residential villages.
=== KEY LOCATIONS & POINTS OF INTEREST ===
-
KAKARIKO VILLAGE:
- Structure & Culture: A traditional Sheikah village hidden in a foggy valley. Features armor shops (Stealth Set, Radiant Set), plum orchards, pumpkin patches, and Sheikah martial traditions.
- BotW Era: Led by Elder Impa. Primary hub for main quest guidance, recovering Link's memories, and Sheikah lore.
- TotK Era: Paya becomes the new Chief. Floating "Ring Ruins" crash directly above the village, making it a major research base for Tauro and the Zonai Survey Team.
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HATENO VILLAGE (PRIMARY LIFE SIM HUB):
- Structure & Economy: A sprawling agricultural and artisanal town untouched by the Calamity. Famous for windmills, Hateno Pasture (fresh milk), vegetable farms, dye shops, and schoolhouses.
- Housing System: Link/{{user}} can purchase and furnish the historic Hateno House from Bolson Construction (includes weapon displays, garden, bed, and custom decor).
- BotW Era: Purah and Sympson run the Hateno Ancient Tech Lab at the top of the hill (upgrading Sheikah Slate runes).
- TotK Era: Cece transforms Hateno into a vibrant mushroom-themed high-fashion capital. Holds a town mayoral election between Mayor Reede (farming tradition) and Cece (modern fashion). Zeladas schoolhouse opens for teaching local children.
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DUELING PEAKS & FORT HATENO:
- Gateway to Necluda. Dueling Peaks Stable provides horse breeding, wild horse catching, and river rafting.
- Fort Hateno: Historic battlefield site where Link made his final stand 100 years ago against the Guardian horde.
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CLANDESTINE LOCATIONS:
- Spring of Courage / Rabella Wetlands: Dense bamboo forests, ancient Sheikah ruins, and lightning-prone marshlands.
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LIFE SIM HIGHLIGHTS FOR NECLUDA Base Building & Home Ownership: Buying and upgrading the Hateno House serves as the central player base. Resting in your home restores full health and grants bonus hearts without spending Rupees at inns.
Farming & Agriculture: Hateno Village allows players to farm crops (Hateno Tomatoes, Fortified Pumpkins, Swift Carrots, Fresh Milk) or trade raw ingredients with local bakeries and stores.
Customization & Fashion: Using the Kochi Dye Shop in Hateno allows players to dye armor sets into different custom colors using gathered organic materials (mushrooms, gemstones, berries)
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- #11Region: Great Hyrule Forest & Lost Woods
Keys: Great Hyrule Forest, Lost Woods, Korok Forest, Deku Tree, Great Deku Tree, Hestu, Chio, Korok, Master Sword, Woodland Stable, Typhlo Ruins, Minshi Woods
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[REGIONAL GUIDE: GREAT HYRULE FOREST & LOST WOODS] A mystical, mist-shrouded forest realm north of Central Hyrule. Home to the Kokiri/Korok spirit folk and the ancient Great Deku Tree.
=== NAVIGATION & SPECIAL MECHANICS ===
- NAVIGATING THE LOST WOODS:
- Surface Navigation: Moving without a torch carrying lit ember breezes results in getting enveloped by white fog and reset to the entrance.
- TotK Era Surface Access: The Lost Woods surface entrance is blocked by fog; entry requires dropping into the Minshi Woods Chasm and using Ascend up into the Deku Tree's stomach!
=== KEY LOCATIONS & POINTS OF INTEREST ===
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KOROK FOREST & GREAT DEKU TREE:
- Structure & Life Sim: A hidden fairy-tail sanctuary inside the Deku Tree's trunk. Houses the Spore Haven shop (selling rare mushrooms, Butter, Cane Sugar), the Great Deku Tree Inn (free rest for heroes), and secret Korok riddle quests.
- BotW Era: Resting place of the Master Sword (requires 13 real Hearts to pull from the pedestal). Protected by the Great Deku Tree and Guardian Koroks like Priest Chio and Hestu.
- TotK Era: The Great Deku Tree is corrupted and silent due to a Gloom Hands / Phantom Ganon infestation in his stomach depths. Purifying him restores the forest and reveals the location of the Master Sword moving through the skies upon the Light Dragon.
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HESTU & INVENTORY EXPANSION:
- Life Sim Trade: Hestu accepts Korok Seeds collected across Hyrule to dance and expand {{user}}'s weapon, shield, and bow inventory slots.
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TYPHLO RUINS & WOODLAND STABLE:
- Woodland Stable: Major staging ground at the forest edge. Home to the Lucky Clover Gazette reporters (TotK) and the Great Fairy Tera's fountain nearby.
- Typhlo Ruins: A shrouded, pitch-black ancient ruin north of the forest (BotW) turned into an active Zonai Survey Team excavation site (TotK).
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Life Sim & Gameplay Highlights for Korok Forest Inventory Expansion: Meeting Hestu in the forest (or along his travel paths) is essential for expanding item slots, making Korok seed collection a core loop for inventory hoarders.
Mushroom & Ingredient Capital: The Spore Haven shop inside the Deku Tree sells rare ingredients like Sunshrooms, Zapshrooms, and Silent Shrooms, making it a top location for alchemy and stat-boosting recipes.
Cozy Forest Sanctuary: Free lodging at the Deku Tree's hollowed interior gives players a peaceful recovery hub away from monster-infested plains
- NAVIGATING THE LOST WOODS:
- #12Layer Systems: Sky Islands & The Depths
Keys: Sky Island, Great Sky Island, Sky Archipelago, Rising Island Chain, Thunderhead Isles, Depths, Chasm, Gloom, Lightroot, Poe, Zonai Device, Device Dispenser, Zonite, Forge Weaver, Master Kohga, Yiga Clan Depths
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[WORLD LAYER SYSTEM: SKY & DEPTHS (TotK Era Exclusive)] The Upheaval shattered Hyrule's geography into three interconnected vertical realms: The Sky, The Surface, and The Depths.
=== 1. THE SKY ISLANDS (THE HEAVENS) ===
- ENVIRONMENT: Ancient floating islands bathed in sunlight, surrounded by low gravity, updrafts, and Zonai architecture.
- NAVIGATION & MECHANICS:
- Skyview Towers: Launch {{user}} high into the atmosphere to scan map data and glide to sky archipelagos.
- Zonai Devices: Fans, Wings, Steering Sticks, Rockets, Balloons, and Flame Emitters used to construct flying machines and rafts via Ultrahand.
- Device Dispensers: Gumball-style Zonai machines where Zonai Charges or Soldier Horns are traded to unlock portable Zonai device capsules.
- KEY SKY LOCATIONS:
- GREAT SKY ISLAND: The tutorial sky land where Link/Hero awakens. Contains the Temple of Time sky branch, Garden of Time, and Zonai Steward Constructs.
- SPECIAL ARCHIPELAGOS: Rising Island Chain (Hebra Sky), Thunderhead Isles (Faron Sky), Starview Island (Gerudo Sky), and Low-Gravity Arenas.
=== 2. THE DEPTHS (THE UNDERWORLD) ===
- ENVIRONMENT: A pitch-black, toxic subterranean mirror image of Hyrule's surface directly beneath the land, accessible via red-glowing Chasms.
- ENVIRONMENT MECHANICS:
- Total Darkness: Requires Brightbloom Seeds (shot via arrows or thrown) to illuminate pathways.
- Gloom Corrosion: Gloom covers the floor and enemies. Stepping on Gloom or being hit by Gloom enemies cracks heart containers (graying them out). Grayed hearts CANNOT be healed by standard food.
- Restoring Hearts: Stand beneath an activated LIGHTROOT (mirror locations of surface Shrines), return to the surface, or consume Sundelion-cooked meals ("Sunny" recipes).
- LIFE SIM, MINING & ECONOMY IN THE DEPTHS:
- Zonite Mining: Mine raw Zonite and Large Zonite ore deposits to trade at Abandoned Mines (Forge Constructs) for Crystallized Charges (expands Battery Capacity) and Auto-Build schematics.
- Poe Collector: Gather glowing spirit Poes scattered across the dark floor to trade at Bargainer Statues for rare Dark/Depths armor sets and unique materials.
- Yiga Clan Depths Posts: Infiltrate Yiga mining bases to steal vehicle schematics, combat Master Kohga, and claim high-value chests.
- #13Bokoblin (Bokoblinus hyrulea)
Keys: Bokoblin, Bokoblins, Red Bokoblin, Blue Bokoblin, Black Bokoblin, Silver Bokoblin, Golden Bokoblin, Bokoblin Biology, Bokoblin Anatomy
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Category: Monster / Humanoid
[Name: Bokoblin] [Class: Low-Tier Humanoid Beast] [Skeletal & Muscular Structure: Bipedal, hunched posture with broad shoulder girdle. Short, stocky legs paired with disproportionately long arms, giving them a low center of gravity. Bones are thick and dense, built to sustain blunt force.] [Facial & Cranial Anatomy: Distinct porcine snout with wide, sensitive nostrils. Oversized, bat-like ears capable of independent rotation for omnidirectional hearing. Single cranial horn protruding from the forehead; horn composition ranges from calcified bone (Red/Blue) to obsidian-hard keratinized growths (Black/Silver).] [Internal Physiology: Highly omnivorous and scavenger-adapted digestive system capable of processing raw, spoiled, or bone-heavy meat without illness. High metabolic rate, requiring constant feeding.] [Integumentary System: Thick, leathery hide resistant to minor cuts. Coloration dictates subspecies maturity/strength, ranging from dull red to metallic silver/gold.]
- #14Moblin (Moblinus giantus)
Keys: Moblin, Moblins, Red Moblin, Blue Moblin, Black Moblin, Silver Moblin, Moblin Biology, Moblin Anatomy
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Category: Monster / Heavy Humanoid
[Name: Moblin] [Class: Heavy Shock Humanoid] [Skeletal & Muscular Structure: Towering frame standing 10–12 feet tall. Long, narrow torso anchored by thick, pillar-like legs. Heavy muscular mass along the upper back and neck, designed for launching overhead throws and wielding oversized blunt weapons.] [Cranial & Facial Anatomy: Elongated, narrow skull featuring a forward-facing single horn, heavily reinforced at the base with compact cranial tissue. Small, deep-set eyes with limited peripheral vision but strong motion tracking. Pronounced lower jaw with tusks protruded from the mandible.] [Internal Physiology: Enormous lung capacity allowing for loud, disorienting battle roars. Slow cardiac rhythm in rest, spiking intensely during rage states.] [Vulnerabilities: High neck strain due to heavy skull weight; prone to imbalance if swept at the ankles or struck in the head/horn.]
- #15Lizalfos (Lacerta combatantis)
Keys: Lizalfos, Fire-Breath Lizalfos, Ice-Breath Lizalfos, Electric Lizalfos, Silver Lizalfos, Lizalfos Mating, Lizalfos Biology
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Category: Monster / Reptilian
[Name: Lizalfos] [Class: Agile Reptilian Predator] [Skeletal & Muscular Structure: Flexible, snake-like spine with high vertebral count allowing extreme torsional flexion. Quadrupedal/bipedal hybrid locomotion. Tail is muscular, prehensile, and serves as a counterbalance during fast directional shifts or as a whip.] [Dermal & Pigment Anatomy: Chromatic scale layers capable of rapidly bending light for active camouflage. Elemental variants possess specialized epidermal glands:
- Fire-Breath: Thermogenic throat glands emitting combustible liquid.
- Ice-Breath: Endothermic sub-dermal sacs that freeze moisture in breath.
- Electric: Bio-galvanic dorsal ridge capable of storing high-voltage static charge.] [Cephalic Features: Chameleon-like independent ocular rotation giving a 360-degree field of view. Long, muscular extensible tongue used for long-range lightning strikes or grabbing prey.]
- #16Lynel (Centaurus ferox)
Keys: Lynel, Lynels, Red-Maned Lynel, Blue-Maned Lynel, White-Maned Lynel, Silver Lynel, Golden Lynel, Lynel Mating, Lynel Biology
Enabled · Order 10 · 100%
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Category: Apex Monster / Centauroid
[Name: Lynel] [Class: Apex Centauroid Predator] [Skeletal Structure: Fusion of equine lower body and massive feline/humanoid upper torso. Skeletal structure is heavily mineralized, making bones nearly as dense as iron.] [Musculoskeletal & Cardiovascular: Dual-heart cardiovascular loop to power rapid oxygenation through four equine legs and two massive upper arms. Capable of achieving sustained high-speed charges while simultaneously drawing heavy bowstrings.] [Head & Defenses: Feline-hominid cranial structure framed by forward-swept, thick ram-like horns used for goring charges. Thick, dense mane protecting the neck and throat from slashing weapons.] [Tier Adaptation - Golden Lynel: Ultimate evolutionary variant infused with extreme malice. Unmatched dermal density and muscular hyper-regeneration, granting near-immunity to standard stagger thresholds and an extremely high health pool.] [Elemental Energy Synthesis: Internal organs feature a magical combustion organ, allowing Lynels to channel fire energy internally and exhale concentrated fireballs.]
- #17Horriblin (Cave Moblinus)
Keys: Horriblin, Horriblins, Black Horriblin, Silver Horriblin, Horriblin Biology, Horriblin Anatomy
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Category: Monster / Cave-Dwelling Humanoid
[Name: Horriblin] [Class: Subterranean Acrobat Humanoid] [Skeletal Adaptations: Specialized inverted shoulder and hip sockets tailored specifically for hanging from cave ceilings. Long, gangly limbs with semi-prehensile foot digits equipped with recurved claws.] [Cranial & Sensory Anatomy: Broad, flattened hammer-shaped head with a thick, paddle-like horn used for smashing overhead rock formations. Large, dark-adapted eyes sensitive to low light, but easily stunned by bright flashes (e.g., Brightbloom seeds/Flash effects).] [Musculature: Extremely high upper-body pull strength; weaker lower legs optimized for gripping rock faces rather than ground sprinting.]
- #18Zonai Construct (Constructa zonai)
Keys: Soldier Construct, Captain Construct, Flux Construct, Zonai Construct
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Category: Artificial / Magico-Mechanical
[Name: Zonai Construct] [Class: Autonomous Magico-Mechanical Construct] [Anatomy / Composition: Non-biological entity crafted from refined Zonaite alloy and petrified stone. Joint mechanisms run on magnetic/gravitational float channels rather than biological tendons.] [Energy Core: Central torso houses a glowing green Zonaite energy core that acts as brain, power plant, and circulatory system for energy conduits.] [Modular Limbs: Forearms and head pieces feature quick-latch socket geometry designed to fuse instantly with external materials (e.g., Zonai devices, rocks, horns, blade attachments).]
- #19Hinox (Gigantus cyclops)
Keys: Hinox, Hinoxes, Blue Hinox, Black Hinox, Stalnox, Hinox Biology, Hinox Anatomy
Enabled · Order 10 · 100%
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Category: Boss Monster / Cyclopean Giant
[Name: Hinox] [Class: Giant Cyclopean Humanoid] [Skeletal & Muscular Frame: Massive, bell-shaped frame standing over 25 feet tall. Immense abdominal fat layer covering a thick abdominal wall to cushion heavy blows. Thick, stubby leg bones supporting multi-ton weight.] [Ocular & Cranial Anatomy: Monocular cranial structure featuring a single, oversized eyeball centered in the skull. The eye is supported by heavy optical nerves and a prominent, thick eyelid. Vulnerable to direct projectile impacts, triggering intense nociceptive reflex (severe pain response) and causing the creature to collapse or shield its face.] [Limb Protections: Older variants (Blue/Black) often wrap their shins and forearms in thick wooden planking or iron greaves to protect vulnerable lower tendons from melee strikes.] [Skeletal Subspecies (Stalnox): Necromantic variant where flesh has decayed, leaving an exposed skeletal frame. The single eye remains loosely tethered in the empty socket by lingering Malice/Gloom energy; severing or knocking out the eyeball disables the entity's central motor control.]
- #20Molduga (Arena leviathan)
Keys: Molduga, Moldugas, Sandworm, Gerudo Leviathan, Molduga Biology, Molduga Anatomy
Enabled · Order 10 · 100%
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Category: Boss Monster / Desert Apex Leviathan
[Name: Molduga] [Class: Sub-Surface Sand Leviathan] [Sub-Sand Locomotion & Anatomy: Enormous, armored aquatic-type leviathan adapted for "swimming" through desert sands. Hydrodynamic skull plate made of layered bone and thick dermal armor acts as a shovel/plow. Muscular, eel-like body propels it through dense sand at extreme velocity.] [Auditory & Acoustic System: Complete lack of visual organs (eyes). Relies entirely on highly sensitive sub-surface acoustic receptors lining its jawline and belly. Detects minute surface vibrations caused by footsteps, dropped items, or explosives on the sand.] [Internal Vulnerability: Soft, unarmored belly tissue exposed only when breaching or after internal detonation. Swallowing an explosive causes rapid internal pressure trauma, breaching the abdominal lining and stunning the organism.]
- #21Frox (Batrachus profundus)
Keys: Frox, Obsidian Frox, Grand Frox, Froxes
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Category: Depths Apex / Giant Amphibian
[Name: Frox] [Class: Subterranean Apex Amphibian] [Skeletal & Muscular Frame: Enormous, squat batrachian frame adapted for the low-gravity environment of the Depths. Massively hypertrophied hind leg tendons allowing explosive multi-story leaps. Heavy, reinforced ribcage and sternum designed to absorb high-impact landings.] [Digestive & Cranial Anatomy: Cavernous, bucket-like mouth making up over 40% of total body mass. Elastic esophagus and muscular stomach lining designed to ingest Zonaite deposits and whole prey. Single large, compound eye positioned on the dorsal crown of the head; eye impact triggers violent neurological shock.] [Dermal Armor & Ingestion Hazard: Thick, obsidian-hard dorsal hide studded with raw, unrefined Zonaite ore clusters. Ventral throat sac expands to create a powerful vacuum suction during feeding; ingesting volatile explosives causes catastrophic internal organ disruption, incapacitating the specimen.]
- #22Stone Talus (Lithoforma gigantea)
Keys: Stone Talus, Luminous Talus, Rare Stone Talus, Igneo Talus, Frost Talus
Enabled · Order 10 · 100%
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Category: Boss Monster / Elemental Lithoid
[Name: Stone Talus] [Class: Animated Magico-Geological Entity] [Anatomy & Composition: Non-biological, semi-sentient megafauna formed from dense local rock and mineral deposits fused together by a concentrated core of concentrated Ley-energy/Gloom.] [Central Processing Core (Ore Deposit): Specimen functions around a single exposed ore node (Dark, Luminous, or Gemstone deposit) typically located on its crown or lower back. This node serves as the anchor point for the elemental spirit and the entity's only structural vulnerability.] [Locomotion & Joint Dynamics: Lacks internal organs, tendons, or nervous system. Limbs move via magnetic-gravitational suspension created by the central core, allowing arms to be launched as heavy projectiles and instantly reattached or reformed from surrounding earth.] [Elemental Variants:
- Igneo Talus: Magmatic crust maintaining continuous external surface temperatures exceeding 1,200°C; requires cryogenic quenching to disrupt outer thermal field.
- Frost Talus: Cryo-crystallized outer layer freezing immediate radius; requires thermal flash to melt surface frost before climbing.]
- #23Elemental Lynel (Centaurus elementalis)
Keys: Fire-Breath Lynel, Ice Lynel, Electric Lynel, Gloom Lynel, Lynel Mating, Lynel Biology
Enabled · Order 10 · 100%
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Apex Monster / Elemental Centauroid Subspecies
[Name: Elemental Lynel] [Class: Transformed Apex Centauroid] [Physiological Elemental Adaptation: Specialized sub-dermal glands and altered cardiovascular fluid composition allow extreme ambient energy manipulation based on habitat or corruption.] [Cardiovascular & Thermal Regulators:
- Fire Variants: Dual-heart system pumps superheated, sulfur-rich blood; vascular network glows beneath pectoral and mane hide prior to fire breath attacks.
- Ice/Electric Variants: High-conductivity muscle fibers allow instant discharge of bio-electric energy or rapid heat-sink absorption to flash-freeze surrounding moisture.] [Gloom-Touched Physiology (Depths): Vascular system replaced or infused with corruptive Gloom fluid. Bone density increases while muscular pain receptors are suppressed entirely, granting immune response to standard stagger thresholds until severe structural trauma occurs.]
- #24Flux Construct (Constructa irregularis)
Keys: Flux Construct, Flux Construct I, Flux Construct II, Flux Construct III
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Category: Boss Monster / Magico-Mechanical Shape-Shifter
[Name: Flux Construct] [Class: Dynamic Magico-Mechanical Entity] [Structural Composition: Composed entirely of floating, uniform Zonai stone blocks held together by dynamic magnetic channels. Lacks a fixed skeletal frame; constantly reorganizes its constituent blocks into humanoid, flying platform, or rolling cube configurations.] [Core Unit (Vulnerability): Driven by a single glowing green Master Core Block that houses the entity's central processing logic and energy hub. Shifting or extracting this core via high gravitational/kinetic force destabilizes the magnetic field, causing the construct to temporarily collapse into loose blocks.] [Locomotion & Offense: Transfers energy instantly between blocks to launch fists, crush targets under heavy cube forms, or hover out of melee reach while discharging energy projectiles.]
- #25Seized Construct (Constructa corrupta)
Keys: Seized Construct, Corrupted Construct, Spirit Temple Boss
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Category: Boss Monster / Gloom-Infused Mecha
[Name: Seized Construct] [Class: Gloom-Corrupted Heavy Mecha] [Skeletal & Chassis Anatomy: Heavy quadrupedal/bipedal hybrid chassis forged from high-density Zonai alloy, infected and overridden by tendrils of dense Gloom. Gloom acts as an artificial nervous system, replacing standard magnetic channels with volatile dark-energy tendrils.] [Defensive Barrier & Frame: Reinforced cage-like torso shielding its internal central core. Possesses spiked exterior plating designed for heavy collision damage. The surrounding high-voltage boundary ring causes electric shock trauma upon heavy knockback contact.] [Modular Attachments: Arm sockets are permanently fused with heavy Zonai weaponry (spiked iron balls, shock emitters, cannon artillery) powered directly by the corrupted Gloom energy engine.]
- #26Flame Gleeok (Hydra draco ignis)
Keys: Flame Gleeok, Fire Gleeok, Flame Gleeoks
Enabled · Order 10 · 100%
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[Name: Flame Gleeok] [Class: Thermal Apex Draconic Leviathan] [Anatomy & Skeletal Frame: Massive tri-headed draconic skeleton anchored by heavy thoracic keel bones. Vascular network carries superheated, sulfur-rich vascular fluid that maintains high core body temperatures.] [Cephalic & Respiration Glands: All three heads house dedicated combustion sacs linked to muscular esophagus valves. Synthesizes high-pressure volatile gas that ignites upon contact with oxygen, unleashing concentrated fire streams and launching giant fireballs.] [Thermal Atmospheric Manipulation: Flying high into the thermosphere causes an extreme updraft, generating localized high-heat atmospheric storms and raining fire down on surrounding territory.]
- #27Frost Gleeok (Hydra draco glacialis)
Keys: Frost Gleeok, Ice Gleeok, Frost Gleeoks
Enabled · Order 10 · 100%
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[Name: Frost Gleeok] [Class: Cryogenic Apex Draconic Leviathan] [Anatomy & Skeletal Frame: High-density, hollow bone frame coated in sub-dermal cryo-insulated fat layers. Internal fluids act as natural anti-freeze, preventing organ tissue from freezing despite sub-zero operating temperatures.] [Cephalic & Respiration Glands: All three heads possess specialized endothermic sub-lingual cores. Absorbs ambient thermal energy rapidly, exhaling continuous streams of freezing sub-zero ice beams.] [Cryo Atmospheric Manipulation: Flying into high-altitude flight patterns flash-freezes atmospheric moisture, summoning severe blizzards and dropping massive, spear-like icicles from the sky.]
- #28Thunder Gleeok (Hydra draco fulgur)
Keys: Thunder Gleeok, Electric Gleeok, Thunder Gleeoks
Enabled · Order 10 · 100%
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[Name: Thunder Gleeok] [Class: Bio-Galvanic Apex Draconic Leviathan] [Anatomy & Skeletal Frame: High-conductivity neural and muscular fibers running parallel to the spine. Bone plates contain high mineral content, acting as internal lightning rods to channel raw static electricity safely.] [Cephalic & Respiration Glands: Each of the three heads contains a bio-galvanic internal organ linked to specialized oral emitters, capable of discharging high-voltage electrical arcs and bouncing lightning orbs.] [Galvanic Atmospheric Manipulation: Ascending to high altitudes charges the surrounding cloud layers, triggering localized severe thunderstorms and directing targeted lightning strikes across a wide radius.]
- #29King Gleeok (Hydra draco rex)
Keys: King Gleeok, King Gleeoks, Gleeok Biology, Gleeok Anatomy
Enabled · Order 10 · 100%
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Category: Apex World Boss / Tri-Elemental Dragon
[Name: King Gleeok] [Class: Supreme Tri-Elemental Draconic Leviathan] [Anatomy & Skeletal Frame: Colossal multi-headed draconic frame with immense wing-to-body surface area. Bone density is light yet structurally reinforced by elemental mana conduits, allowing sustained high-altitude hover and storm creation.] [Tri-Core Respiration & Cephalic Systems: Houses three distinct, autonomous heads—Flame, Frost, and Thunder—each connected to a dedicated internal energy gland:
- Flame Head: Ignites superheated thermal blasts.
- Frost Head: Exhales sub-zero cryo-beams and drops massive ice spears from high altitude.
- Thunder Head: Discharges multi-gigawatt lightning strikes across a wide area.] [Central Nervous Apex: Three independent brains sync via a massive neurological nexus in the chest. Disabling all three heads simultaneously triggers systemic respiratory failure, causing the multi-ton leviathan to crash to earth.]
- #30Queen Gibdo (Regina chitinosis)
Keys: Queen Gibdo, Gibdo Queen, Lightning Temple Boss
Enabled · Order 10 · 100%
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Category: Boss Monster / Hive Queen Insectoid
[Name: Queen Gibdo] [Class: Apex Hive Insectoid / Dread Parasite] [Exoskeleton & Dermal Armor: Covered in an impenetrable, petrified calcified husk that repels all standard physical attacks. The white chitinous plating acts as a complete kinetic insulator until broken down by elemental reactions (fire or high-voltage lightning).] [Morphology & Wing System: Hexapod structure featuring a elongated abdomen housing thousands of dormant Gibdo larvae. Possesses quadrupedal membranous wings capable of generating powerful dust storms and acoustic shockwaves.] [Depleted State Anatomy: Upon exposure to elemental shock, the petrified exterior loses its density, turning a pale pinkish-grey. In this state, soft muscular tissue, nerve bundles, and the central cardiac sac are exposed to physical weapon damage.] [Glandular & Spore Projection: Abdominal vents secrete dense, blinding spore clouds and beam-like streams of pressurized elemental sand.]
- #31Colgera (Centipeda cryo-aeris)
Keys: Colgera, Wind Temple Boss, Ice Leviathan
Enabled · Order 10 · 100%
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Category: Boss Monster / Glacial Aerial Leviathan
[Name: Colgera] [Class: Apex Sub-Zero Flying Leviathan] [Skeletal & Exoskeleton Structure: Enormous, multi-segmented aerial arthropod spanning hundreds of feet. Highly flexible chitinous exoskeleton anchored by hollow, wind-resilient bone structures designed for effortless high-altitude thermals.] [Dermal Ice Membranes & Core Armor: Each bodily segment features a circular, hyper-dense ice plate protecting an exposed, glowing internal organ membrane. The outer shell must be shattered via kinetic force (e.g., diving impacts or heavy arrows) to damage the core.] [Sub-Zero Vascular System: Circulates supercooled cryogenic fluid throughout its length. When its ice membranes are pierced, the creature temporarily disrupts local atmospheric pressure, summoning violent updrafts and firing spike-like ice projectiles from its dorsal ridges.]
- #32Marbled Gohma (Arachna magma)
Keys: Marbled Gohma, Gohma, Fire Temple Boss
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Category: Boss Monster / Magmatic Crustacean
[Name: Marbled Gohma] [Class: Heavy Volcanic Litho-Arachnid] [Carapace & Mineral Fusion: Massive quad-pedal arachnid-crustacean hybrid enveloped in a thick layer of dense, heat-resistant Marbled Rock Roast ore. Limbs are heavy, pillar-like stone structures capable of enduring extreme volcanic heat.] [Monocular Cephalic Structure: Features a single, oversized, glowing red central eye mounted beneath a heavily armored head plate. The eye serves as the main sensory organ and central nervous junction, forming its primary structural vulnerability.] [Explosive Rock Production: Internal digestion chamber processes magmatic minerals, ejecting volatile, timed-fuse Marbled Rock bombs from its abdomen that detonate upon impact or timer expiration.] [Limb Joint Mechanics: High kinetic impacts or subterranean disruption (e.g., Goron charge attacks) shatter the leg joints, causing the massive body to collapse and exposing the dorsal eye to direct assault.]
- #33Chuchu (Amoeba elementalist)
Keys: Chuchu, Chuchus, Fire Chuchu, Ice Chuchu, Electric Chuchu
Enabled · Order 10 · 100%
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Small Monster / Amorphous Gelatinous Organism
[Name: Chuchu] [Class: Amorphous Gelatinous Organism] [Anatomy & Cellular Composition: Completely non-skeletal, single-celled macro-organism composed of thick, highly viscoelastic protoplasmic jelly. Suspended inside the jelly are two large, gelatin-coated ocular spheres connected to a dense, glowing nucleus core.] [Nucleus & Membrane Mechanics: The semi-permeable outer membrane absorbs ambient atmospheric elements, altering the creature's state:
- Fire Chuchu: High-sulfur jelly maintaining volatile thermal combustion.
- Ice Chuchu: Endothermic gel matrix maintaining sub-zero surface crystallization.
- Electric Chuchu: High-saline bio-galvanic fluid storing high-voltage static charge.] [Rupture Response: Piercing or crushing the outer membrane causes rapid physical decompression, exploding the internal fluid outward and transferring its absorbed elemental energy to the immediate environment.]
- #34Keese (Chiroptera elementalis)
Keys: Keese, Fire Keese, Ice Keese, Electric Keese
Enabled · Order 10 · 100%
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Category: Small Monster / Elemental Flying Pest
[Name: Keese] [Class: Monocular Avian Pest] [Skeletal & Wing Structure: Lightweight, hollow skeletal frame consisting of a compact sternum and oversized wing digits supporting thin, leathery flight membranes.] [Monocular Cranial Structure: Lacks a traditional jaw or snout; skull is dominated by a single, large, central eye with hyper-sensitive night-vision and thermal tracking capabilities.] [Elemental Energy Absorption: Outer pelt and wing membranes act as biological conductors that absorb and store local elemental energy without damaging internal organs:
- Fire Keese: Ignition of outer dermal oil layer upon air friction.
- Ice Keese: Sub-dermal cryo-glands freezing moisture on the wing membrane.
- Electric Keese: Static-accumulating fur emitting localized high-voltage arcs.]
- #35Stone Pebblit (Lithoforma minor)
Keys: Pebblit, Stone Pebblit, Igneo Pebblit, Frost Pebblit
Enabled · Order 10 · 100%
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Category: Small Monster / Mineral Organism
[Name: Stone Pebblit] [Class: Juvenile Lithoid Entity] [Anatomy & Composition: Non-biological entity consisting of three to five small, unrefined river rocks or volcanic boulders held together by a concentrated, localized thread of Ley-energy.] [Internal Energy Center: Lacks internal organs, vascular network, or skeletal system. Powered entirely by a tiny, unstable magical energy core at the intersection of its stone segments.] [Structural Instability: High kinetic force (heavy blunt impacts) or lifting and throwing the entity disrupts its internal gravitational tether, causing the stone components to violently separate and shatter the energy core.]
- #36Octorok (Cephalopoda terrestris)
Keys: Octorok, Octoroks, Water Octorok, Forest Octorok, Rock Octorok, Snow Octorok, Treasure Octorok
Enabled · Order 10 · 100%
Entry settings
Category: Monster / Cephalopod
[Name: Octorok] [Class: Amphibious Cephalopod] [Anatomy & Mantle Structure: Bulbous, highly pressurized mantle housing a powerful hydraulic ring muscle. Bipedal or octopedal tentacle cluster beneath the main body acts as a subterranean anchor or underwater propulsion system.] [Pneumatic Siphon & Ballistic Tube: Elongated, reinforced cartilaginous snout that functions like a pneumatic barrel. Inhales surrounding debris (rocks, wood, or air) into a muscular secondary chamber, compressing air before launching projectiles at lethal velocities.] [Environmental Camouflage & Integument: Epidermal layers adapt to local habitats, sprouting foliage, shrubbery, mimic chest structures, or rocks to conceal the main body while burying itself.] [Specialized Variant (Rock Octorok): Possesses a heat-resistant gastric lining capable of melting down metallic objects and weapons swallowed into its stomach, refining or restoring their physical condition before spitting them back out.]
- #37Like Like (Annelida vorax)
Keys: Like Like, Like Likes, Fire Like, Ice Like, Shock Like, Rock Like
Enabled · Order 10 · 100%
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Category: Monster / Carnivorous Annelid
[Name: Like Like] [Class: Sessile Carnivorous Tube-Worm] [Body Wall & Musculature: Massive, tubelike muscular body composed of overlapping rings of thick, mucus-secreting tissue. Anchors itself firmly to cave ceilings, walls, or ground surfaces using a heavy basal foot.] [Ingestion Cavity & Core Tongue: Expansive central orifice lined with ringed rows of chitinous, inward-curving teeth designed to trap prey. Deep within the gullet lies a single glowing, bulbous core tongue—the organism's central nervous and cardiac hub.] [Defensive Nociceptive Reflex: The core tongue remains retracted within muscular folds until attacking or digesting. Striking the exposed core tongue triggers a severe neurological shock, forcing the organism to collapse and stay stunned.] [Elemental Glands (Fire/Ice/Shock Variants):
- Fire Like: Sub-dermal combustion sacs spitting molten magma rocks.
- Ice Like: Endothermic throat lining emitting freezing sub-zero fog.
- Shock Like: Galvanic internal organs discharging electric orb projectiles.]
- #38Wizzrobe (Magus elementalis)
Keys: Wizzrobe, Wizzrobes, Fire Wizzrobe, Meteor Wizzrobe, Ice Wizzrobe, Blizzrobe, Electric Wizzrobe, Thunder Wizzrobe
Enabled · Order 10 · 100%
Entry settings
[Name: Wizzrobe] [Class: Specialized Levitating Magico-Humanoid] [Skeletal & Body Frame: Extremely lightweight, avian-like skeletal structure with hollow bone walls to reduce overall body mass. Possesses elongated, delicate limbs ending in three slender, dexterous digits designed for precision rod handling rather than physical combat.] [Levitation & Buoyancy Organs: Lacks dense muscle tissue. Buoyancy is maintained through a specialized central mana-organ located in the chest cavity, allowing the creature to float, phase, and leap through air currents effortlessly.] [Cranial & Ocular Features: Oversized, forward-facing compound eyes with wide pupils adapted for tracking atmospheric energy fluctuations. Features a small, beak-like mouth surrounded by a soft, feather-like dermal hood.] [Elemental Subspecies & Conductors:
- Fire/Meteor Wizzrobe: High-temperature internal core; channels thermal currents to summon meteors and fireballs.
- Ice/Blizzrobe: Endothermic vascular system; absorbs local heat to freeze ambient air and summon localized blizzards.
- Electric/Thunder Wizzrobe: Bio-galvanic nerve network; discharges high-voltage ball lightning and summons thunderstorms.]
- #39Boss Bokoblin (Bokoblinus imperator)
Keys: Boss Bokoblin, Boss Bokoblins, Red Boss Bokoblin, Blue Boss Bokoblin, Black Boss Bokoblin, Silver Boss Bokoblin
Enabled · Order 10 · 100%
Entry settings
[Name: Boss Bokoblin] [Class: Heavy Humanoid Commander] [Skeletal & Muscular Frame: Massive, spherical torso supported by heavily reinforced pelvic bones and thick, column-like legs. Possesses an immense abdominal fat cushion that absorbs heavy blunt kinetic trauma and protects internal organs.] [Cranial & Vocal Adaptations: Dense, oversized skull featuring a crown-like, multi-pronged keratin horn structure used for lethal goring charges. Deep, resonant vocal cords anchored to an expanded larynx, enabling bellowing war-horn roars that command and direct smaller Bokoblin packs.] [Locomotion & Dominance: Despite a rotund build, possesses explosive short-range leg power. Uses massive upper-body mass to wield oversized club weapons and throw smaller subordinates directly into battle.]
- #40Dinraal, Naydra & Farosh (Draco divinus)
Keys: Dinraal, Naydra, Farosh, Elemental Dragons, Hyrule Dragons
Enabled · Order 10 · 100%
Entry settings
[Name: Elemental Dragons (Dinraal, Naydra, Farosh)] [Class: Divine Elemental Dragon Leviathan] [Skeletal & Serpentine Anatomy: Massive, elongated serpentine skeletal structure measuring hundreds of feet in length. Bones are light, hollow, and fused with raw elemental force, allowing perpetual atmospheric flight without wing structures.] [Cephalic & Dragon Horn Structure: Crowned with massive, glowing elemental horn antlers that act as environmental conductors:
- Dinraal (Flame): Thermal horns superheating ambient air to summon fireballs and upward thermal drafts.
- Naydra (Frost): Sub-zero cryo-antlers flash-freezing atmospheric moisture into falling ice shards.
- Farosh (Thunder): Galvanic antlers generating intense bio-electric fields and launching lightning balls.] [Epidermal Plating & Mana Core: Dermal layer consists of impenetrable, iridescent scales interspaced with glowing elemental dragon shards along the spine. Beneath the dorsal scales lies an infinite reservoir of divine elemental energy that radiates outward as an environmental barrier.]
- #41Light Dragon (Draco lumina)
Keys: Light Dragon, Zelda Dragon, Sacred Dragon
Enabled · Order 10 · 100%
Entry settings
[Name: Light Dragon] [Class: Sacred Immortal Dragon Leviathan] [Anatomy & Divine Radiance: Elongated serpentine frame covered in shimmering, pale cream and gold scales with a flowing blonde mane along the spine. Emanates a gentle, persistent aura of sacred light energy that dispels corruption and Gloom on contact.] [Cephalic Features & Master Sword Anchor: Features long, graceful, swept-back horns made of crystallized divine light. Forehead forehead/cranial nexus houses a deep, holy muscle-knot designed to hold and nourish sacred artifacts (e.g., the Master Sword) through constant sacred energy absorption.] [Vascular & Sacred Core: Lacks organ systems associated with mortal digestion or respiration. The circulatory system pumps pure, liquid divine energy, rendering the specimen immune to aging, fatigue, physical decay, or elemental hazards.]
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4 files
- .jsonotherspec 2.0original
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version main
- .pngpng_cardspec 2.0originalas uploaded, older definition
984.4 KB683×1024first seen 5e9d783eeaf0f717
- .pngpng_cardspec 2.0
1.1 MB683×1024first seen 07aba859fe46b0d2
version main
- .pngpng_cardspec 2.0current definition
chub's current definition (its card.json) in the uploaded image
1.0 MB667×1000first seen a698d610cb6c85f7
version main
Opens with the tab.
