Kingdoms of Dawn Logo

The Legend of Zelda: Kingdoms of the Dawn is an Action-Adventure Game for the Nintendo Switch, it is the third entry in The Legend of Zelda (series) for the system. The gameplay is similar to its two predecessors being exploration focused in an open world environment, however focuses more heavily on combat than the previous games with a greater focus on the mechanics. The primary purpose of the game is to build a Legend of Zelda game where advancement of the player's abilities in the game comes down to mastery of equipment as opposed to direct health upgrades or other factors outside of the player's control.

Plot Synopsis

Unlike most Legend of Zelda games, KotD has a relatively light plot, lacking a central antagonist the game is more so about the exploration of the land itself. Taking place between the events of Skyward Sword and Minish Cap, the game sees the player taking on the role of the Hero of the Dawn an incarnation of Link that fought no great evil in his time however paved the way to lead to Hyrule's domination of the surface. Following the landing of Skyloft on the surface, several generations of Skyloftians passed gradually adapting to life on the surface, some moved far from the land where Skyloft landed heading far to the west. In spite of the initial success of the Skyloftians however their progress was stunted by an enormous force of monsters which kept them held up atop their mountain home and unable to expand.

Seeking a way to help her people the then princess of Skyloft, Princess Zelda prayed to the goddesses for guidance, in exchange for bringing about one who would guide the Skyloftians out into the world she gave up the Triforce of Wisdom which had returned to the dynasty of Hylia. The three pieces of the triforce having scattered across the land became part of the mythos of the people speaking of the incredible sealing powers they possessed and the wish-granting capabilities. The one that Princess Zelda had prayed for appeared from amongst the people of Skyloft, a young scout of the Exploratory Cavalry of Skyloft, draped in the spring green tunic of his unit's division the young Hylian presented before the Princess bore the same mark upon his hand as Princess Zelda indicating him to be the one that the goddesses had summoned.

Princess Zelda tasked this scout with exploring the wilderness, taming it and helping to pave way for future lands of Hylian soil, giving him the title of the Dawnbringer. With a sword, shield and bow in hand the scout was sent out into the wilderness collecting information about the world and conquering its many challenges.


The Legend of Zelda: Kingdoms of the Dawn is an open-world exploration game, meaning the game has a single cohesive hub environment with only certain locations being separated by anything resembling a loading screen, the game's focus is also on exploring the world rewarding the player with items to help them by looking across the world, this can range from better weapons to special items needed for creating items to help the player.

The game also includes Role-Playing and Action elements, from the former the player is able to determine how their character behaves and interacts with the world, many of the quests the player has access to have multiple ways about completing their objective both through methods involving the game's physics engine or general gameplay mechanics but also in the approach itself. For action elements the game includes an expanded set of combat mechanics from the previous two games incorporating some of the elements previously seen in The Legend of Zelda: Skyward Sword into the gameplay, these include that game's various attacking types (Stab, Horizontal Slash, Vertical Slash and Diagonal Slash) while also reintroducing the counterattacks previously seen in The Legend of Zelda: The Wind Waker and The Legend of Zelda: Twilight Princess, more so from the former as the counters involve evading attacks and performing a single powerful strikes as a result, however unlike Wind Waker no button prompt is provided for this just like with Parries from the previous two games so it is up to the player to time the attack.


Combat has a much more important roler in KotD, the game centralizes around having the player develop an understanding and skill with the combat system of the game as a means of difficulty, the game has a bevy of attacks the player can use to deal with enemies, early on this variation in attacks isn't significant with few enemies having specific blocking techniques which aren't just universal blocks (i.e. blocking all incoming attacks). Later in the game more difficult enemies introduce both larger variation in their attacks as well as more specific weaknesses requiring the player to understand how to use each attack as well as being able to execute them quickly.

The game features seventeen dungeons spread across its world, each dungeon tests the player's skill with certain equipment, the player will need to come across this equipment before being able to enter each dungeon, while the later dungeons in the game mix together equipment functionality the early ones solely are present to test the player on their knowledge of the equipment. Each piece of equipment in Link's arsenal is capable of being used in combat in some manner, either as a direct weapon or an expansion on some other element of the combat (such as Blocking, Dodging or Countering). The player can come across many of these items fairly early into their game starting with three already (Sword, Shield & Bow) and most can be acquired through finding the other major settlements across the map and performing quests for them.

Enemy difficulty is rather varied due to the importance of combat in the game, every enemy can be taken down with Link's sword although many contain other weaknesses to other equipment he has making his sword not always the optimal solution, the difficulty of enemies comes from two factors, offensive abilities and defensive abilities. Each enemy has a number of attacks they'll use, these attacks can vary both in how the enemy is attacking as well as how devastating that attack can be, every attack in the game has a tell to warn the player beforehand, learning these tells is critical to being able to handle each enemy. Early game enemies use basic tells some previously seen in The Legend of Zelda: Breath of the Wild while others are entirely new for enemies. More difficult enemies in the game will have more attacks some sharing similar tells which the player will need to learn the difference for, some enemies also incorporate false tells, idle animations which simply are meant to look like tells to trick the player. As the player learns these different tells, how to discern each tell and also what isn't a tell in an enemy they will be able to handle more and more enemies in the game, some players as a result will be able to deal with certain enemies earlier than others although due to the variation in attacks and requirements to battle in combat there is likely a mid-game enemy that will stump a player if it's their first time playing.

Defensively, enemies have a variety of options, armour that blocks attacks, shields to block and parry the player, their own abilities to dodge and much more. It is important for a player to quickly identify the defences of an enemy as such many enemies wear shiny armour or as shown even from afar to possess large shields. Simply observing enemies will also help the player learn both the tells of enemies attacks but also where the player can strike as two enemies will often practise fighting showing these elements of the combat. The main deviation from the previous two games in combat however is the health of enemies, unlike previous games enemies don't have extremely high amounts of health with anything outside of Mini-Bosses and Bosses often being able to go down in no more than ten clean hits (a clean hit is one dealt by a direct attack from the sword that is able to complete its full attack animation without interruption).


Exploration remains largely the same as it did in the previous two Legend of Zelda Games, the player is expected to complete the major tasks of the game although is free to choose how they approach them and what side actions they do along the way to make things easier or more difficult for the player. The player will find that like with the previous Zelda Games they're able to explore the landscape by running, scaling cliffs and descending into chasms, crossing bodies of water and travelling across on horseback and via other methods, along the way the player will come across a variety of landmarks.

A new feature in Kingdoms of the Dawn is that the player has the option on how they define locations, the map allows for multiple overlays including mixing overlays should the player so desire, overlays will reveal themselves in the relevant locations as the player explores (e.g. the overlay for overworld bosses will only add the location of an overworld boss once the player's encountered them). Alternatively the player is also free to write on the map including adding text and icons freely, like with the previous games however the player will need to first explore a region before having it appear on the map.

Unlike with the previous two games however this isn't simply done through finding a tower and climbing it, while there are towers in each major region of the game they only provide information near the tower itself, in doing so however the player will be able to acquire more information about the region through exploring, finding locations with high altitudes or vast open plains will fill in more of the map for that region, regions are defined as being; Black (completely unexplored, hasn't climbed the tower yet), Indigo (has climbed the tower but not explored yet), Blue (Partially explored although is still missing a significant amount of the region), Cyan (has mapped out the entire region), Gold (has mapped out the entire region and found all possible collectibles and dungeons).


The Puzzle-Solving in Kingdoms of the Dawn has shifted somewhat from the previous games, returning more to the other games in the series in that the puzzles are thematically linked together and evolve from one another. Puzzles range in variety both in complexity and approach, some are tests of pattern recognition, others are time trials, most involve the runes and/or equipment the player acquires in the game while others involve using the environment and clues within it to solve them.

Among Hyrule there are five major types of puzzles the player will encounter; Overworld, Mini-Dungeon, Riddle, Combat and Dungeon. Combat Puzzles are the most basic and most commonly encountered as they're simply the puzzle of solving how to defeat certain enemies, this is more apparent with the tougher enemies of the game who's attack complexities and windoes for being attacked can be quite limiting on the player. Overworld puzzles are the next most basic being similar to the Korok Puzzles and Shrine Entry Puzzles from the previous two games, generally having a fairly basic approach and requiring the player to simply understand the context of the puzzle to solve it with relatively basic use of the different runes.

The Riddles are the unusual types of puzzles for players to encounter out of the five, always being involved in quests of some kind, riddles will give major context clues that might otherwise be completely unexpected of the player to try, they're the second rarest after the actual dungeons although can also be completed if the player already knows the riddle's answer. Mini-Dungeons and Dungeons fall roughly in line with one another often involving other a specific mechanic of the game, one or more of the runes and/or some pieces of equipment, they're often multi-roomed with most mini-dungeons offering significant variation between rune usage while the dungeons fully explore the usage of the rune or equipment its designed for.



As with most Legend of Zelda Games, The Legend of Zelda: Kingdoms of the Dawn has many characters across its world to help provide storytelling, information and characterization alongside the environment, similar to The Legend of Zelda: Breath of the Wild and its sequel, many characters take on a very minor role being an simple townsfolk in some capacity or another.

Major Characters

Although the game is without a main villain several characters are critical to the main plot, these are characters who are not limited to certain plot threads and instead appear throughout the story, these include the main characters like Link and Zelda as well as companions and major neutral characters.

Character Species Description
Link Loft Hylian A member of the scout cavalry and a fairly calm and collected individual, although generally regarded as an excellent scout, Link's combat skills are more limited than that of a Hylian Knight, more gifted in the talents of exploration and ambushing. In spite of this he has often displayed great courage and willingness to face scenarios that other Scouts have shyed away from.
Zelda Loft Hylian The current Princess and head of the Kingdom of Loftcrest, descended from the royal blood of the Goddess Hylia's incarnate she like her lineage has possessed the Triforce of Wisdom for generations, though giving up the Triforce of Wisdom recently Zelda retains both her vast knowledge of the world and the people of Loftcrest as well as her wisdom of the dangers that face her people, as such she goes to great lengths to ensure their safety.
Da'Gringi Loft Hylian Captain of the Scout Cavalry, a jolly individual who has an enthusiasm for hunting that is only matched by his enthusiasm for trying different meals, Da'Gringi is one of the most experienced and globe-trotting citizens in Loftcrest having travelled across the lands of Hyrule meeting other species, his knowledge often comes in handy when entering a potentially dangerous environment.
Himiuat Kikwi A Kikwi deliveryman, initially sent out be Faron to deliver special plant seeds she had been creating, Himiuat dedicated his time to researching the various botanical entities of Hyrule documenting them in his encyclopedia, despite this however, due to his meek personality, Himiuat has never travelled outside of Farolia due to his fear of the dangers beyond the forest's limits.
Hudontro Goron First son of the current Goron Chief, Mataduga, Hudontro is a very charismatic individual and has a taste for the arts. In spite of his burly, intimidating appearance Hudontro regards himself as a bit of a delicate flower often enjoying heading to the more vibrant landscapes around the Eldin Region where he can bask in the natural landscapes and music of the animals of the land.
Zimmin Parola A recruit of the Parola Royal Guards, despite her relatively young age, Zimmin is an excellent fighter, constantly training with her spears day and night she has a fierce loyalty to the Parola King as he remembers watching him fight off the hordes of monsters that would attempt to lay siege to their home long ago. Zimmin believes deeply in her own inherent strengths and is known to be argumentative and combative towards those who she regards as underhanded.
Impa Sheikah Current Sightmaster of the Sheikah, Impa like those in her lineage before her have sworn an oath with the rest of the Sheikah Clan to protect the Goddess Hylia's incarnates, as the Sightmaster, Impa governs a watchful eye over Princess Zelda watching from the shadows protecting her from would be attackers, her tasks however go far beyond that including directly attacking monster encampments and dealing with the elders of the Sheikah Clan, Impa is often impatient and presumptious of others although more so out of cautiousness and concern for those she cares about.
Kaidlon Ghad Hylian Current Queen of the Kingdom of Ghadalia, Kaidlon is regarded as the master of the blade, proficient in her skills with a sword she will flaunt her scimitars at anyone who questions her authority including her own King. Kaidlon has a fiery personality often feeling trapped and restrained by her life as Queen longing to explore the world and go toe-to-toe with the most ferocious monsters of the land.
O'Dorran Human A nobleman in the Kingdom of Dabbolania, O'Dorran is a bit of an idiot having lived a sheltered life he is somewhat oblivious to the natural world and the dangers it poses, though brimming with confidence even in the face of certain death he often has to be guided by others to protect him from harm. His father seeks for O'Dorran to leave the lands of Dabbolania to experience the world proper and become wise in his travels.
Tinidinto Mogma A young Mogma who like many of her kin lives to mine for ores and other minerals, Tinidinto believes in a mythical ore called Timestone which supposedly was buried deep beneath the ground long ago by the goddesses, as a result Tinidinto often becomes distracted by her expeditions, boring deep into the ground in search of the legendary ore disappearing for days a time, often causing the Mogma close to her to panic when she doesn't return. Tinidinto is well-read and often seeks out knowledge to affirm the existence of the Timestones and wants to be the first of her kin to find them.
Rheyshel Minish A meek little Minish, like many of her kin she is a rather secretive individual, preferring to hide away from the dangerous world around her, Rheyshel enjoys the simple life that her species lives, often going down to the ponds to collect fungi and herbs that they use in making medicines. Rheyshel has however a belief that their medicines are limited and that without exploration they will never be able to develop a cure-all, often resulting in her butting heads with the Minish Elders, Rheyshel is regarded as a bit of an oddball as a result of her desire to explore beyond the lands of her kin.
Kao Garo Kao is a member of the Garo Tribe, rather stoic individuals who prefer a solitary life atop the Simmerin region's high mountains. Kao is dedicated to his craft often meditating for hours to seek enlightenment, he reveres the goddesses regarding Nayru as his patron deity, Kao seeks to enrich the world with knowledge, having left home many times before Kao has however never travelled far finding his lack of skill with weaponry and his species' frail bodies leaving him limited, his agility keeping him safe however he often likes to describe things in stories, finding them as a good way of both informing and teaching.
King Dalynru Loft Hylian Current King of Loftcrest and father of Princess Zelda, Dalynru and Zelda run the to critical elements of their kingdom, Dalynru lacking in the divine essence governs the physical elements of the kingdom; trade, warfare and diplomacy whilst his daughter handles the more spiritual elements of the Kingdom's affairs. Dalynru is a wise and elderly man, having participated in battles in the past his age has begun to creep upon him as he leaves conflicts to his generals, he is however deep in knowledge and teachings having a fascination with the cultures, technologies and history of other races and has even attempted in the past to understand the behaviour of the Bokoblins. His level-headedness does however result in him keeping a distance from others including his daughter, never one to make friends Dalynru keeps others at a distance through an intense personality and an intimidating stature.
Faron Dragon One of the great dragons from ancient times, the Parola and Kikwi have a storied past with her, both species benefitting from her presence. Faron is immensely powerful able to shift the very forest that she dwells in as well as the bodies of water which flow through it, often referring to the lands she controls as an extension of her own body. While kind and considerate to the many forms of life that dwell in her territory Faron is suspicious towards outsiders in particular Hylians often questioning their devotion to their goddess believing that a sign of weakness in their goddess will bring about immediate destruction for their kin. Despite her quirks however Faron isn't so far above the more mortal species often willing to let the Kikwi worship her as a god in their own right.
Eldin Dragon The great dragon of fire, Eldin is a mighty being who's mere presence is said to be able to burn away lies and deception leaving only the burning truth behind. He is capable of controlling the flow of fire and molten rock, creating volcanoes and making them erupt, his domain and namesake, the Eldin Region is a testament to his power. Eldin often appears extremely intimidating to those that visit his temple, although Eldin is aware of those and uses it to his advantage at times he is much more peaceful than his appearance lets on. Eldin enjoys telling and hearing stories, believing that they're gateways into the forgotten past and untold future. Eldin's presence helped allow the Gorons to survive atop Death Mountain where some of the most ferocious monsters resided, his fires creating a protective barrier around the Goron's home protecting them for generations.
Mataduga Goron Goron Chief, Mataduga is an energetic individual often enjoying the active lifestyle of his people grinding through the earth in search of rare minerals and fighting off massive foes that come his way, despite being among the oldest of the Gorons he doesn't show his age and often is able to continue fighting the monsters of the Eldin Region far longer than any other Goron. Mataduga's personality can be described as infectious and inspiring, his mighty booming voice echoes in any location and his words of encouragement before battle encourage any Goron even the meekest of his kin to battle without hesitation.
King Pelagia Parola The King of the Parolas, King Pelagia is one of the more inaccessible leaders of the various species, preferring to stay in his castle built in Paryllia Bay he rarely leaves his domain believing in the determination and skill of his people, Pelagia can be described as hubris and over-confident although is extremely tactical, analyzing reports and maps finding tiny weaknesses in his enemies and exploiting them. In contrast to many other leaders his is a very cold character even those closest to him find him difficult to approach and his expectations more so see no one as equal to him more so as individuals for him to order around.
Queen Sedaen Human The Queen of the Kingdom of Dabbolania, Sedaen is a rather compassionate woman, often visiting her subjects and personally making it part of her duty to ensure the safety of her people, Sedaen is described by others in the royal court as more hesitant and cautious than her predecessors although Sedaen professes that she believes the kingdom should grow from within and strengthen its defences before expanding further. Often one to travel across her lands, despite her delicate appearance Sedaen is skilled with the blade although more so with the spear, and no stranger to horseback, in her youth Sedaen was an ace among the Human's rush cavalry and was said to have been as ferocious then as she is caring now.
Haloom Minish The head of the Minish Elders, often one to make the decisions that influence the Minish people's lives, Haloom is a strange man, although quite friendly even to complete strangers he is dismissive of others often ignoring their suggestions and going solely with his own ideas, somewhat ignorant to any potential threats to his people's safety he believes solely in dedicating time to creating a cure-all medicine believing that the answer lies within the Minish people's territory and not beyond it.
Master Ri'am Garo The current master of the Garo people and one of the few to have acquired a heightened sense of spiritualism, Ri'am is somewhat arrogant believing that his closer connection to a higher power provides him with greater skills in everyday life. He often leaves control of the Garo people's territory to his sub-ordinates more so focusing his time on his meditation and training believing that his duties as master of the Garo only would hold him back from enlightenment.


There are nine prominent species The Legend of Zelda Kingdoms of the Dawn, each species is visibly distinct from one another in some manner and has a different presence on their region of the land of Hyrule, as the player progresses through the game they'll need to meet with and interact with the different species, helping them out to agree to join together under a single banner.

SS Link Artwork
Link, a Hylian

Hylians, formerly known as Skyloftians are a predominant species in Hyrule, somewhat gifted in the talents of magic they're also capable swordsman and explorers, often seeking out trade with others to make up for their weaknesses, they're often quite diplomatic although aren't above warfare when necessary. Throughout history they've been the most intune with the Goddesses of Hyrule, commonly possessing direct connections either through an incarnate such as Zelda or through general prayer. The Goddess Hylia is considered their patron deity and has been known in the past to protect them from great dangers even more so than other species.

a Kikwi

Kikwi are a strange creature that are commonly found in forests, their very small being never more than half the height of a Hylian, their small size makes it easy for them to hide however as there are many predators which chase after them. After the arrival of the Skyloftians to Hyrule the Kikwi began revering Faron as their patron deity regarding her as protector of the natural world and their guardian. The Kikwi are surprisingly mobile in spite of their bulbous appearance, their back bulb is able to open up like a helicopter and spin rapidly allowing them a short burst of flight, their short, stubby arms have claws that allow them to climb trees and quickly dig burrows. They help Faron in protecting the forests around her domain by planting seeds of new species of plants and purifying water with her scales.

a Goron

Sturdy and rough individuals, Gorons are known all across Hyrule, they're regarded as one of the hardiest species thanks to their immunity to fire, incredible resilience to physical damage, impressive strength and generally jolly demeanours. Gorons are rather unusual among the species of Hyrule, born from the great fires of the Eldin Volcano they were molded into life by the Goddess Din whom they worship with great reverence, often this means competing in feats of strength, it is not uncommon for guests of a Goron's home to be asked to a wrestling match. The Gorons feed on ground and minerals, often describing the taste of different minerals much like how a Hylian would describe meat or vegetables. Long ago the Gorons were nomadic, without a home to call their own, however thanks to the Hero of the Sky the lands around the Eldin province were purged of their great evils and the Gorons settled around the Fire Sanctuary building their might city of stone atop the mountain.

a Parola

Evolutionary descendants of the Parella species, Parolas are larger and able to survive on land for longer thanks to a specialized sac they evolved around their heads that allows them to hold a quantity of water keeping them hydrated. When underwater the bell-shaped dome covering their head disappears. Like their ancestors they're rather presumptous of others, often quick to assume ill-will due to a history of dealing with dangerous monsters. After the Parola could no longer remain in the dangerous waters of the Faron lands they migrated North-West towards the Syroniola Lake, a massive body of water where their intial settlement was founded, over time however some adapted to living in the ocean and the species evolve brackish gills allowing them to live in both fresh and saltwater environments, helping solve their food problems as they were able to source fish from the ocean itself. As expected of an aquatic species they're excellent swimmers and also trained combatants, innately skilled with the Bow, Harpoon and Spear due to their need to fish. They're also deceptively stealthy, able to remain practically invisible underwater due to their semi-translucent skin. Their great city of Paryllia Bay is a testament to their enduring desire to appear gracious and skilled, a massive natural and constructed super reef that not only allows the Parola to live in relative safety but provides an entire ecosystem of fish, plants and amphibians with somewhere safe to reside.

SS Impa Artwork
a Sheikah

An ancient race that have unknown origins, known by many names they're considered masters of stealth and sorcery, they commonly practise in magic too complex for other species, supposedly they were chosen by the Goddess Hylia herself to protect the lineage of her incarnate and as such have a long and intertwined history with the Hylians. They're however also known to have dabbled in the histories of other species having observed the arrival of the Gorons from eons ago, the genesis of the Parella from ancient sea creatures and even according to their texts the history of the Demon King, Demise. Sheikah are rather secluded and entry into their settlements is only permitted to those with deep connections to royal blood or signs of the goddesses presence amongst them. Strangely they seem to frequently be on the verge of extinction, partly due to their generally low population but also because they obscure anything that indicates their true power to others even those they trust.

a Human

Humans are a species that has dwelled on the surface for hundreds of years, surprisingly despite their similarities to Hylians and Sheikah they bare no common ancestry and are believed to have originated from a land far to the West of Hyrule. Humans are completely deficient in magic unable to use any without the aid of a magical item such as a Rod, they are however remarkably strong and resilient, though not as powerful as a Goron or as gracious a swimmer as a Zora they are the most enduring of all the races able to chase down prey and flee from predators far longer than others, supposedly according to ancient texts humans invented the Bow which was later adopted by the other species for use in combat. They're also the most numerous of the species in Hyrule, their settlements outnumber the Hylians two to one and while most species have at least some trouble with the monsters of their lands the Humans have not only conquered many of the monsters they face but even tamed some of them.

Mogma 2
a Mogma

Subterranean creatures, Mogmas are infamous for their greed and slight of hand, sometimes described as the greatest traders in the land and by others as the greatest thieves. Their mole-like appearance also uniquely gives them an incredible sense of smell so precise that they can track down minerals underground helping them in trading with the Gorons who's blunt and brutish personalities often would lead to conflict between the two species. Over time the Mogma have become more adept at dealing with the other species of Hyrule and often provide travel of cargo between locations as their thick fur protects them from the cold and their ability to burrow protects them from the heat, as a result they're known as the deliverymen of Hyrule by some. They do suffer from two critical weaknesses however, firstly their keen sense of smell comes to bite them back when it comes to food, they're easily persuaded when the aroma of a cooked meal comes their way unable to resist the temptetation, the other is their remarkably poor eyesight, Mogma are known to sometimes end up getting attacked by monsters because they mistake them for other individuals.

a Minish

Rather small imp-ish folk who dwell in the great marshes of the South of Hyrule, they're a surprisingly old species who's small stature helps them evade being targetted by the larger predators although does still leave them vulnerable regardless. They're remarkably good at dealing with nature and have long adapted to living in sync with nature living in mobile homes fashioned out of leaves, sticks and other plant matter. Though rather simple they're quite intelligent having a vested interest in understanding the natural world, they collect libraries worth of knowledge and have helped develop medicines to help early Skyloftians deal with the poisons of the monsters of the surface. In interactions they can be rather meek, easily startled and a bit flighty even the bravest among them often will flee, despite this they often get along quite well with children having a similar optimism and spryness about them.

Garo MM3D
a Garo

Mysterious folk who keep themselves shrouded in layers of cloth, Garo is are described by some as dangerous assassins of the night and by others as wise meditators, their solitary life confines them to the mountaintops of Hyrule and as such are rarely seen away from their mountains aside from at night when they're known to hunt. Garo often prefer to avoid interactions with the other species of Hyrule although aren't averse to those that visit their settlements, their culture is rather rich and vast, being a species that was able to evade the mosnters of the surface by living where few monsters would dare travel they developed in isolation and without much conflict. Among the intelligent species they're incredibly fast moving, able to chase down deer and elk without having to exhaust the creature like Hylians do and their skill with the blade is impressive albeit a signal to their surprisingly low strength as they cannot carry heavy objects easily due to their feeble frames. They live surprisingly long, some Garo remembering when the Demon King Demise ruled the land and the eldest among them even recalling encounters with the Goddess Hylia, they're uniquely one of the only species that doesn't revere the Goddesses, instead worshipping the King of the Mountains, Ord a powerful mystical spirit of the skies that the Garo believe gave them life by plucking the stars from the night sky and rolling the earth and snow of the mountains around the stars creating the Garo's bodies.


In The Legend of Zelda: Kingdoms of the Dawn the land of Hyrule is divided up into various environments, environments contain different entities within them and also can have certain events occur more commonly.  The player as they explore the world will be able to discern each of the environments due to the distinction between each type, exploring each environment to its fullest is key for players hoping to see all there is to see in the game as each environment has its own unique elements.


Grasslands are categorized as regions of Hyrule where there is relatively low forestation in the area and large plains and/or small hills covered predominantly in grass. Grasslands tend to contain flowers in large clusters and can be home to a variety of insects as well as larger creatures and monsters. They're the first environment the player will come across as Loftcrest (the sub-region) is a Grassland.

  • Bifang Grassland
  • Darsmil Gardens
  • Herilaga Lowlands
  • Herriton Fields
  • Loftcrest
  • Radorm Fields
  • West Tenmin Isthmus


Highlands are regions where large hills form, they tend to be near mountains and are an extension of said mountains, they're quite similar to grasslands although generally have less grass covering the total area of the region, they do tend to however have rather deep rooted trees in contrast. Highlands often contain certain small creatures not found in grasslands although not as commonly as Forests do, many trees in Highlands are used by birds for nesting though.

  • Bemitail Highlands
  • Dabbolania
  • Damatus Hills
  • Exatolta Hivelands
  • Herilaga Highlands
  • Lizal Hills
  • Saron Hill
  • Simmerin Gildlands


Forests are environments where large amounts of large plants grow in significant enough clusters, they're often rich in various plants used in cooking thanks to the combination of trees, bushes and vines that grow in forests. In addition they're able to provide nutrients for certain large animals and monsters that can't be found outside of forests or other nutrient rich environments.

  • Edanbool Forest
  • Farolia
  • Jhezz Forest
  • Khimorain Shoots
  • Maranatte Woods
  • Peldirnire Forest
  • Vadranyms Pines


Bushlands are similar to grasslands in their relatively low amount of trees for the region however unlike Grasslands, Bushlands tend to have much less plant matter in general, with more being focused around larger bushes rather than grass, this is generally due to poor soil although not to the same degree as Badlands. The relative aridity makes it difficult for any large creatures to dwell in these regions without specialized adaptations and as such they tend to be dominated by insects and certain reptilian creatures and monsters.

  • Cledunalia
  • Kitsan Den
  • Molgadir Quarries
  • Soli Brush


Easily the most noticeable natural features across Hyrule, Mountains are the highest locations alongside Volcanic, unlike their volcanic brethren, Mountains are often cold and generally devoid of anything large including both animal and plant matter, although ones with rich enough soil such as Bandarui Mountain are exceptions. They also tend to be rich in minerals making them popular for almost every species for one reason or another.

  • Amatorin Mountain
  • Bandarui Mountain
  • Baurndus Mountain
  • Boko Plateau
  • Boramin Mountain
  • Garonga Mountains
  • Gravalion Mines
  • Kimystar Snowpeaks
  • Molgadir Mountains
  • Mooreel Cloudfields
  • Mount Tataranomi
  • Pelftry Mountain
  • Sheikah Mountain
  • Wistipin Mountain


Valleys are generally regarded as the opposite of Mountains, low laying environments which are often rich in certain low foliage including large ferns, some species of trees and a number of creatures and monsters which use the lush vegetation as shelter for both hiding and hunting. They're also distinct from canyons due to this richness of vegetation allowing them to support almost as much forms of life as Forests and Jungles, it should be noted that Valleys also mostly have bodies of waters like rivers running through them.

  • Haldron Valley
  • Mistrel Foglands
  • Surani'im Valley
  • Whetston Rivers


Large fresh water bodies of water that are found across Hyrule, there are five lakes across Hyrule although two are so large they aren't classified by a single region, each lake has its own ecosystem that it supports and are often near major settlements as aside from Parola and Gorons the other species need them to survive. Fish are common to see in lakes as well as crustaceans, amphibians and large creatures, some lakes however are dangerous due to the presence of powerful monsters.

  • East Syroniola Coast
  • Notenel Lake
  • Panadai Lagoon
  • Peldirnire Lake
  • Rinebird Coast
  • West Syroniola Coast


Arid environments although not completely devoid of plant matter they're generally unable to support larger creatures and as such often aren't inhabited by creatures seen in other environments including those surrounding the canyon environment. Canyons are often a result of surrounding mountains with little to no water flow in them or signs of ancient rivers, though not formed the same way, Craters also fall under this classification as they're similarly devoid of nutrients for most forms of life although not to the same degree as a Desert or Tundra.

  • Delhorn Crater
  • Dustehl Passage
  • Dwelknight Canyon
  • Ghadalia Canyon
  • Umuki Crater


Regions where large bodies of relatively stationary albeit shallow bodies of water exist, accompanied by massive amounts of foliage, Swamps are vibrant in life although can be quite dangerous on account of said life, many creatures that dwell in the swamps of Hyrule are ambush hunters, poisonous or venomous. Traversal of said regions is also more difficult than most other areas of Hyrule on account of the unstable ground making it difficult for horses and other hooved animals to traverse.

  • East Paroshiima Swamp
  • Ghiltinji Swamp
  • Khimorain Floodplains
  • West Paroshiima Swamp


Seaside environments are ones where the environment connects directly to the ocean, sometimes referred to by beaches, the environments can extend considerably far inland due to the influence of coastal winds and tides, they're generally somewhat sparse in vegetation although due to the presence of seaweed and other nutrients washing up ashore they can support a variety of animals.

  • Bemitail Coast
  • Bygossin Coast
  • East Homatoa Bay
  • East Tenmin Isthmus
  • Kestrelon Coast
  • Olvient Coast
  • Paryllia Bay
  • Sennshal Reef
  • West Homatoa


Environments with little vegetation and often rather dusty soil, though not to the same degree as a Desert, Badlands are often inhospitable, severely lacking in rainfall and bodies of water and most creatures and plants that dwell in these regions have adapted to this lifestyle making them rather unusual, as a most creatures larger than a Rat are reptilian in appearance including the monsters.

  • East Voralton Badlands
  • Fensprine Ashlands
  • Lyfen Badlands
  • Olvient Starfield
  • West Voralton Badlands


Volcanic environments are ones that don't directly contain the main vent for a Volcano although are directly affected either by the main vent, pyroclastic flows or side vents, the soil is often rich in nutrients although only certain plants can grow in the environment due to noxious gases and the heat, as such plants can often be an excellent indicator of safe zones in these regions as they will not grow near vents or combustible fumes.

  • Cimanoran Lava Pools
  • Death Mountain Mines
  • Death Mountain Springs
  • East Eldenia
  • West Eldenia


Volcanoes are among the most dangerous environments in all of Hyrule, the extreme heat makes any non-Goron immediately at risk of spontaneously combusting due to the heat, in addition the complete lack of vegetation means creatures have to adapt to living the strange environment, using photosynthetic cells or absorbing their nutrients from the minerals in the ground itself.

  • Death Mountain Peak
  • Kestrelon Volcano


The Tundra of Hyrule, located in the far west is an extremely cold environment, the high altitude coupled with other environmental factors leads to an extremely unforgiving environment, relatively little vegetation in particular large plants like trees can grow in these environments, despite that several large species of creatures and monsters can be found here, able to digest the numerous grasses that are hardy enough to grow in such an environment.

  • Ghadalia Tundra


The Jungle of Hyrule, located in the far east is a humid and vibrant environment with huge vegetation unmatched by any other regions in Hyrule, it is the most bountiful in life but also quite dangerous thanks to the various creatures that have to adapt in one way or another to the competitive environment of light, nutrients and predators. Many different foods can be found in the jungle, some related to non-jungle counterparts 

  • Kinakwi Jungle


The desert of Hyrule, located near the Bygossin Bay is a rather unusual desert, despite its proximity to sea water the arid environment is completely devoid of sufficient rainfall or bodies of water that run through it, as a result the central areas of the region are devoid of plant life and many species found in the region only appear around the centre-most part while migrating from one side to another.

  • Twinsand Sand Hills


Enemy Element Description
Chulet Water Loftcrest relative of the common Chuchu, their small diminutive size makes them little threat compared to their larger cousins although they can still be a nuisance, they slowly move around and will attempt to jump at other creatures, despite possessing what appear to be eyes they are in fact blind and rely on a sense of vibration to detect movement.
Chuchu Water Common slime-like creature that dwells commonly in forests and woodlands, they will cling to tree branches and drop down, despite their large size they pose relatively low threat unless in very large groups, striking their cores will defeat them quickly, interestingly they can shift shapes between a bulbous shape to headbutt and a dome shape to lunge.
Fire Chuchu Water & Fire Variant of the Chuchu that occurs when exposed to extreme heat, interestingly dowsing them in water causes them to solidify, including exposure to their own jelly, they're extremely hot and direct contact will cause burns, they can also spit their jelly in fiery globs which catch alight and burn for several seconds.
Thunder Chuchu Water & Electric Interestingly these Chuchus occur when a normal Chuchu is struck by lightning, as such they're quite common in tropical environments and also stormfields, touching one especially with a metallic object will cause severe electrical damage, they roll around leaving behind small globs which are electrified.
Ice Chuchu Water & Ice Variant of the Chuchu that occurs in cold environments, their jelly is specially adapted allowing them to survive in the unusual climate without solidifying, as a result unlike other Chuchus they cannot merge together to create larger Chuchus, they're able to freeze their bodies creating sharp icy spines that cause damage and can freeze on contact.
Chuchumor Water A Chuchu that has inhabited a set of ancient armour, the armour provides protection for the Chuchu which attacks by manifesting psuedo-weapons out of its limbs, because of this reliance on its own body it will quickly lose energy if the player parries effectively. The armour appears to give the Chuchu enhanced intelligence.
Chualuging Water A strange creature that's related to the Chuchu, it appears to occur when a Chuchu is exposed to toxic sludge, their bodies forming hardened layers around their core protecting them, the only way to defeat these creatures is by targeting the cracks in their armour on each layer, fortunately their behaviour is quite simple and they'll only lunge at targets that are moving meaning they can easily be tricked.
Brown Ruff Keese N/A The common Keese, they're often found in underground environments such as caves although have been known to inhabit ruins and abandoned houses, a single Keese poses little to no threat although they are known to swarm and can prove to be a problem then, they can also release a supersonic screech to temporarily stun prey and predators.
White Ruff Keese N/A Variant of Keese which are much larger than their Brown Ruff cousins, they are found in forests and swamps although only at night, their large wings allow them to attack bigger targets including Hylians, unlike their smaller cousins they don't swarm fortunately.
Kibato N/A A small bulbous creature that will often run around in forests picking up fruits and nuts, sometimes stealing them from wandering travellers, they often work in small groups attacking with sharp claws, once they're scared they'll run away dropping anything they were carrying.
Peahat Wind Originally found in the Lanayru Desert to the far South-West, species migrated and changed to suit the new climate, they burrow themselves into the ground and wait for prey to approach before bursting out and flying at them, they release a small whirlwind when they launch out of the ground.
Peahandle Wind Variant of the Peahat which is much more docile, despite this they can still be dangerous, one can use them in climbing or for airborne movement, if one stays attached for too long however they'll dig their roots into their would be prey.
Barn Beetle N/A Unusual insect monster that often acts as a pest around farms eating grains and other crops, their hard shell protects them from attacks although picking one up and throwing it from a tall place will break their shell, they also can't swim so throwing them into a river will also deal with them quite effectively.
Horned Beetle N/A Forest dwelling counterpart to the Barn Beetle, much more aggressive and will hide on the trunks of trees before attacking, it makes a loud buzzing sound scaring off most animals and attracting more of its kind, they attack with their namesake horn and will hide in their shells when attacked too much, do not pick them up as the spines on their back contain poison.
Deku Scrub N/A A strange plant monster that appeared rather recently in the Floralia Region, they're distantly related to the Deku Baba creatures although their hardy exteriors and ability to shoot seeds makes them rather unusual, the leaves that form the collar around their body are razor sharp and they can spin around to attack with them, despite their rather weak strength they do appear to possess some advanced intelligence often attacking tactically.
Deku Ivy Scrub Poison Toxic variant of the Deku Scrub, they're distinguishable due to the aqua-marine leaves around their body which release poisonous powder into the air, the creatures gave up the sharpness of the leaves however so they tend to attack from a distance and flee when the regular Deku Scrubs are knocked out.
Deku Baba N/A A large carnivorous plant, they are quite common and will attach themselves to any surface, their roots are incredibly strong. Despite their stationary appearance they are capable of moving just very slowly, not noticeable to anyone who isn't watching for a long period of time, they attack by biting with their sharp fangs and slamming their heads into the ground.
Deku Bakumosa Poison A larger variant of the Deku Baba that's found in areas with enriched soil, the extra nutrients makes them more dangerous, able to produce corrosive juices that they can spit, the acid is strong enough to melt wooden weaponry and leave a serious acidic poison behind.
Forest Octorok Earth & Wind A common Octorok, they dwell in forests and other grasslands using foliage that they grow around their heads as camouflage, they can move around thanks to small tentacles on their lower halves, they're generally quite harmless although can inhale rocks around them and shoot them at high speeds resulting in damage if they strike their target.
River Octo Water Close relative of the Forest Octorok, they abandoned their camouflage and have a tougher exterior, they walk aorund on highly adapted tentacles and can move around remarkably fast, like their camouflaging cousins they attack by spitting although will spit jets of water instead, if they feel threatened they'll retreat to the body of water and hide.
Aeroctorok Wind Originally a pest in Skyloft, these creatures descended to the surface where they still retain their ability to fly, they're the smallest relative of the Octorok family although are just as capable of dealing damage thanks to their powerful suction abilities allowing them to blow pressurized air.
Smokozer Smoke A strange creature that dwells commonly in badlands environments and mountains, they look vaguely like a very large ladybug lthough have large, bulbous, yellow eyes and completely lack visible legs, in addition they have spines growing out of their back that point outwards, they rush around at high speeds releasing a smoke-like gas from their body obscuring their movement and making any combat scenario more dangerous.
Floakozer Smoke & Water A relative of the Smokozer, they dwell atop the surface of water using water tension on their feet, they will attack anything that invades their territory including other monsters, like their land-dwelling cousins they produce large clouds of smoke although also shoot jets up water into the air dowsing anything nearby, they often work together with electrical creatures to take down large targets.
Bokoblin N/A Common goblin-like creatures found all across Hyrule, although numerous they're neither particularly bright or strong, although can still pose a threat to a Hylian untrained with a blade, they tend to work in groups sticking with their larger relatives, Moblins. They're capable of using many weapons although not always in the most effective manner.
Moblin N/A The larger relative of the Bokoblin their large, bulky stature makes them resistant to many forms of damage and is why they can be found even atop mountains where weaker creatures would normally freeze. Their large mitts means they only carry heavy weapons although wield them one-handed making them quite formidable, fortunately they're not often encountered in large groups.
Guay N/A A strange crow-like bird found in forests around Hyrule they're known to be thieves stealing anything shiny that they can get their talons on. Attacking one often isn't much of a challenge however their pestering and thievery can often leave one more light handed than when they first engaged the pesky creature.
Hamerret Earth Strange little bugs that burrow into trees, when they feel threatened such as when someone tries to cut down their tree they pop out, their large, muscular forelimbs allow them to throw wild punches which can kick up dirt if they're on the ground, they can even slam their tail into the ground to lunge directly at whatever attacked their tree.
Poe Darkness Spirits of the dead that have remained tied to the mortal realm due to their anger, sorrow or other negative emotions, they're vengeful in nature often haunting the lands where they died or the ones that wronged them, depending on the intensity of their feelings they can become more dangerous, light is the only way to deal with them as such they're only seen at night.
Poe Guardian Darkness It's believed in ancient times there was a realm parallel to the one of Hyrule where living machines protected sacred essences, supposedly the armour these Poes wear comes from that realm, it's extremely durable and they carry around large clubs which they use to fight, they're considerably more dangerous than a regular Poe although fortunately destroying the armour also destroys the Poe.
Poe Watcher Darkness Another type of armour that's believed to have originated from the parallel realm, they're much faster than the Poe Guardians and carry around Spears and Scythes, the cloak that covers their body offers some protection although it is their agility one must look out for, interestingly they're completely deaf and only can detect what falls in their sight range.
Big Poe Darkness Manifesting from a great fear their origins are believed to be steeped in rituals performed on those about to die, they're the most powerful of all poes able to summon lesser poes to fight on their behalf, they carry around a large lantern which can burn the soul, like regular Poes they can only be vanquished by light.
Thalogo Water A strange creature that dwells near bodies of water like ponds and lakes, from afar they look like a horse and will appear to be in distress however upon approaching one they reveal their foul nature and attack with surprising speed moving around quickly thanks to their fish-like lower half. Their hooved forelimbs can deal incredible damage against anything that isn't a shield.
Lizalfos N/A A strange reptilian creature that commonly dwells in humid and hot environments, they're highly adaptable to their environments taking on elements of their environment such as fire breathing, electricity and even camouflage, sometimes possessing multiple abilities at once, in addition they're rather smart, able to wield weapons although some also have armour covering their body which they can use including a club on their tails or spiked gauntlet.
Dinalfos N/A Believed to be ancient relatives of the Lizalfos that were once thought extinct according to old Goron texts, they dwell solely in the hottest of environments, their skin protects them from molten rock allowing them to swim through lava like it was water. They're incredibly dangerous thanks to their razor sharp fangs and claws as well as muscular body allowing them to wield heavy weapons with little in the way of difficulty, like Lizalfos encountered in hot environments they're also capable of breathing fire.
Deku Hornet N/A Insect that dwell in hives located in the woods of Hyrule, they're generally little threat on their own but frequently attack in swarms, their movements indicate how they're going to attack so recognizing their movement patterns is critical to dealing with them. They're extremely protective of their hives and will attack anything near the hive although won't go out of their way to attack things just because they see them.
Madderpillar N/A A stranger caterpillar-like creature that dwells deep within forests, they're rarely found in areas that aren't completely covered in foliage, they rush around at high speeds along the ground hiding in logs and under leaf piles. They can spit a sticky residue from their mouth trapping any target with it, striking them on their face will just enrage them causing them to charge.
Moldapillar Poison Variant of the Madderpillar that dwells in forests rich with fungi, they have a symbiotic relationship with the fungus that grow on them which provide them with protection and make their spit poisonous as well as sticky. They're more susceptible to fire than regular Madderpillars though so burning them is often very effective at dealing with them.
Wild Cucco N/A A wild variant of the domesticated Cucco, unlike their brethren they have a very short temper and will attack on sight, they attack with both their talons and beak and will rush at larger targets flapping their wings as intimidation, fortunately the strange element of domesticated Cuccos that makes them impervious to damage isn't present in these monsters.




Consumable Equipment is any piece of equipment that has a limited durability, durability is shown as a meter on the item's description and is visible on the HUD while playing. Consumable Equipment is divided into five categories; Weapons, Shields, Ranged, Attachable & Gear. It should be noted that Consumable Equipment Gear is different from standard Gear the latter not breaking from durability and the former more so behaving as a boost through a special underclothing.

Equipment Category Variations Description
1H Swords Weapons Sharp blades able to be wielded with other equipment, though their range is only modest they're functional and the best at putting out large amounts of damage.
Axes Small weapons with at least one side containing a wide vertical blade, they're useful for close quarters combat and can provide both slashing and crushing damage, they receive no durability loss when used on Trees and other wooden structures including Wooden Shields.
Clubs Excellent bludgeoning weapons, although small enough to be wielded one-handed they are a bit slower to attack with than other one-handed weapons, they're capable of knocking out weaker foes and can break through boulders and ore deposits without losing durability.
Waraxes Larger variants of Axes, they always have a blade on each side of the polearm and sometimes four in total, excellent at crowd control thanks to their long reach although they're very slow to use. Like their smaller counterparts they lose no durability when used on wood.
Daggers Very small weapons useful for sneaking and stealth, they make very little sound when carried around and can be quick to equip as well as able to be used rapidly in combat allowing one to cut their foe down with a thousand stabs, they get a bonus to damage on sneak attacks.
Polearm The longest of weapons alongside Spears, their reach allows for effective range and denying enemies from attacking, they also provide considerable knockback being excellent at dealing with horseback foes and adversaries, they have lower direct output than Spears although allow the wielder to use them to increase their dodge distance significantly.
2H Swords Blades wielded with two hands, though heavy and somewhat unwieldy they're excellent in one-on-one combat being unmatched for damage, often a lot of care is put into creating one meaning the better 2H Swords are rarer although more durable.
Warhammers A frightening sight on the battlefield, a foe wielding a warhammer is capable of impressive strength able to send small foes flying with their mighty strength, those skilled enough can even bat away projectiles with their warhammer suffering no durability loss as a result.
Bludgeoner Not a common sight, bludgeoners are weapons not really made for a single purpose, often they're fashioned from various materials being strewn together usually involving a club and multiple sharp objects, they're the heaviest objects making them slow to use but the mixture of damage means they're effective at dealing with any foe.
Spear Along with Polearms they have the longest reach of any weapon, Spears are useful not only in combat but out of combat too, being able to be used for fishing, suffering no durability loss when used at or through water, they're also able to pierce through tough flesh or armour where other weapons would fail.
Boomerang An unusual weapon in its ability to be used both in close quarters and as a ranged attack, they're not the best choice for either scenario however offer the versatility of both without having to swap, in addition Boomerangs can strike twice and some even move in patterns that are unexpected and unusual.
Other For any weapon that doesn't fall into the above categories, this can range from farming equipment, cooking utensils, boat oars and even torches, usually not that useful for combat but each can sometimes see usage outside of combat such as digging up underground objects, boosting the effectiveness of ingredients, movement across water or providing a source of light.
Buckler Shields Small shields that offer little in the way of protection although can have their uses, the small size allows them to not interfere with attacks allowing for quick retaliation after the user blocks an attack.
Targe Targes are special shields that have offensive capabilities separate from their defensive ones, shield bashing with a Targe can damage a target if they're unarmoured and deal damage when blocking against enemies that attack with their own bodies rather than weapons or horns.
Bouche A bouche is a moderate sized shield that provides decent protecting against attacks and can be used in sync with a one-handed weapon, they're the standard of the four shield types.
Kite Kite Shields are the largest of the four shields, offering superior defense and able to protecting from attacks coming from a wider angle than the smaller shields, they are however heavier slowing the player down when it's actively equipped it does offer the greatest knockback from a shield bash however.
Thrown Ranged Thrown items appear similar to weapons although are designed solely to be thrown, they offer minimal close-range effectiveness although when thrown can deal significant damage, they include Throwing Knives and Javelins, the former gains a bonus to damage when hitting an unaware enemy while the Javelin will pierce armour and always cause the target to become dazed.
Rods Magical staves that allow the user to unleash the power of magic onto their foes, each rod contains a different magical element in it allowing them to be used for different tasks, some can even be used to solve puzzles.
Slingshot A basic ranged item that offers little in the way of damage output although is often useful in a pinch thanks to its fast reload speed and versatility, they're the weakest of the ranged items although their ammunition can be as simple as rocks making it easy to keep ammo for.
Bow The standard bow is an efficient weapon used by many across Hyrule, they come in a variety of shapes and sizes some able to fire multiple arrows, some having special effects that cause the arrow's properties to change or be able to be more accurate.
Crossbow Originally constructed by Lanayru long ago, this strange ranged item allows one to fire bolts with incredible precision and range, it is however limiting in both the time it takes to load a bolt as well as its weight slowing the user down, many have replicated the design changing it somewhat with each iteration and varyin degrees of success.
Hookshot Attacheable An unusual piece of equipment that can be used in a variety of ways providing the user with methods of stealing items from their targets, grappling from one location to another or even pulling a target in close to be attacked by a more powerful piece of equipment.
Glues Sticky residue which can be mixed with a huge variety of items to give it additional effects from making poisons or adding barbs to the structure to even converting it into an explosive that can be latched onto targets.
Scents specialized odours that can be used for a variety of functions, the aromas released can have different effects on both the target and those around them making them quite effective at dealing with groups from afar.


Runes are special equipment the player acquires throughout the game, unlike the consumable weapons and other equipment they are permanent once the player obtains them, each rune is required to access the various dungeons of the game.

Equipment Location Description
Explosives Rune
A rune that allows the user to unleash explosives, destroying obstacles and providing distractions for certain entities, Explosives come in two variaties; Roller & Stationary, the Roller has a slightly longer recharge rate on its rune than the Stationary although is able to be rolled down inclined surfaces and through certain tubes that the stationary cannot.
Stasis Rune
A rune that allows one to halt all motion on an object suspending it in space for a few seconds, the larger the object the less time it can be suspended for and living creatures even less than that. Any forces applied to the Stasis Entity will all be applied simultaneously when the Stasis is deactivated or wears off, it has the longest recharge rate of all the Runes alongside Intemporas.
Mimics Rune
Mimics allows the player to create doubles of themselves, these double are made of light meaning they'll disappear in both intense light and absence of light, they can be controlled simultaneously with the player or indirectly however movement indirectly is limited to a certain range, Mimics recharge rate is slow but only activates when the doubles disappear.
Avialis Rune
Avialis provides a burst of force in the direction the user is facing, it can be used on the ground to provide lift and in the air for a smaller but even more precise boost, the force generated also creates a burst of air able to activate certain objects. It has an exceptionally fast recharge rate, the fastest of any rune allowing it to be used multiple times while in the air.
Audiolus Rune
The rune that provides the player with the ability to throw sounds, the player must target the thing for which they're taking the sound from and then the location where the sound is to be generated, the rune is limited in time meaning the player only has a few seconds before the rune runs out, the player can also target themselves to throw the sound both off of and onto.
Gravitaus Rune
Gravitaus is a rune that allows the user to invert gravity, both on themselves and the surrounding area, the rune is unique in that it relies on the user's stamina meaning the degree to which the player can remain upside-down is limited by their stamina.
Botanis Rune
A rune that provides control over plants, it allows the user to cause plants to grow from targeted locations and also wither in response, the recharge rate is quite slow and a plant can only be grown so much before the rune simply doesn't work instead causing the plant to explode. The rune can also be used to regenerate trees from their stumps.
Thermalus Rune
Thermalus is a rune that allows the player to alter the temperature of targets, it is ineffective against living creatures although works on dead material like wood and inorganic material like metal as well as water and other various materials. The heating and cooling elements of the Rune each have their own recharge timer allowing one to be used in the absence of the other.
Dominion Rune
Dominion is a strange rune that allows direct control over specialized technologies, the rune has limited usage with a range greater than Mimics although functionality is limited to the target, it can also briefly take control over weak-willed creatures although only for a second, depending on the target the recharge rate will vary.
Magnesis Rune
A rune that provides control over magnetic objects, it can be used for moving large metallic objects otherwise impossible for the player to move, control possible lightning rods and even yank metal weapons out of an enemy's hands, it has a significant range although makes a lot of noise and the beam that connects the user to the metallic target is visible to anyone.
Intemporas Rune
One of the most powerful Runes, Intemporas allows for the reversal of time, the user remains where they are although can be hurt by objects and entities in the reversing time, in addition once time is reversed all events leading up to the point of activation will still occur meaning objects and entities can appear to be affected by forces that are not present. Intemporas has limited use however only being able to reverse time a few seconds and takes as long to charge as it does to reverse time meaning one cannot compound the effects repeatedly.

Food & Meals

Food Food Type Location Description
Loft Apple Fruit (Pome) Loftcrest A type of fruit commonly grown in and around Loftcrest, they're extremely popular thanks to their sweet taste.
Dailan Apple Dabbolania & Homatoa Common Fruit found in the North-West regions of Hyrule, its hardy exterior protects it from would be parasitic insects ensuring its vast coverage over the region.
Haggarana Apple Bygossin & Kestrelon A type of fruit which grows in saltwater, the roots of the tree are able to absorb salt directly into the fruit giving it a tangy flavour but making it remarkably durable.
Loft Pear Loftcrest A type of fruit that is found around Loftcrest, it has a slightly bitter taste but is very nutritious and is believed to even have healing properties.
Dailan Pear Dabbolania & Homatoa Very large fruit found in the North-West Hyrule regions, its large size protects it from birds and has been known to be used as a weapon on rare occasions.
Loft Rose Hip Loftcrest Sweet fruits that grow in Loftcrest, they're believed to have been a favourite among the ancient Loftwings, their sweet taste is overwhelming and usually only children like the flavour.
Dailan Hawthorn Dabbolania & Homatoa A type of fruit found in North-West Hyrule, its soft exterior hides its acidic seeds, giving a bitter aftertaste to anyone who eats it, if cooked the bitterness goes away.
Dailan Rowan Dabbolania & Homatoa Small red fruits that grow in large bunches, they're farmed by humans in the regions where they grow due to their abundance and surprisingly easy growth requirements.
Loft Loquat Loftcrest A bell shaped fruit that releases a powerful fragrance, it's closely related to the Loft Pear although adapted by creating an aroma that attracts special insects to pollinate its flowers.
Haggarana Loquat Bygossin & Kestrelon Strange small fruit that are often found growing in arid environments within the regions it's found, it's unknown how the plant survives some believe it stores water in the dozens of small fruits of the plant.
Haggarana Whitebeam Bygossin & Kestrelon A small fruit which grows exclusively around active volcanic environments, it has bristly hairs that make it difficult to eat so is often picked up by birds and then quickly dropped elsewhere.
Mistyne Pome Homatoa & Paryllia A very rare type of fruit that only grows in the mist fields of the Homatoa and Paryllia Regions, they're very volatile and can sometimes disappear for years before abruptly returning.
Murmoka Watermelon Fruit (Melons) Paroshiima A large fruit that commonly grows in the wet marshes of Paroshiima, its large size makes it appealing to many animals although its hard exterior makes it difficult to access the rich nutrients.
Scalgron Watermelon Paryllia & Farolia Large fruit that can be found in the East regions of Hyrule, they're easily distinguishable due to the large leaves that grow around the plant creating a rather vibrant and colourful display.
Murmoka Honeydew Paroshiima Rare fruits found often growing underwater, they are unique in their ability to turn the often undrinkable water into safe juices within the fruit.
Drastalk Horn Melon Eldin & Voralton A special fruit covered in spines making it difficult to eat, the juices within are known to sometimes boil to the point of the fruits exploding.
Scalgron Cantaloupe Paryllia & Farolia The sweet scent the fruit emits conceals the predatory plant it's attached to, fortunately it can't eat anything larger than a rat.
Drastalk Sugar Melon Eldin & Voralton An incredibly sweet melon that is found around some of the most dangerous areas of the Eldin and Voralton Regions, it only grows in the presence of immense sulphur deposits making it a rare sight for any non-Gorons.
Murmoka Galia Paroshiima A bright yellow fruit that grows in and around the swamps of Paroshiima, its bright colour attracts insects which are known to hollow out the fruit and use its innards as a nest spreading the microscopic seeds along with their larvae.
Drastalk Casaba Eldin & Voralton Nicknamed the Shooting Star Fruit, supposedly they began appearing out of nowhere hundreds of years ago and are believed to have fallen from the sky.
Loft Banana Fruit (Ornamental) Loftcrest A sweet fruit that's found grown around bodies of water, their bright yellow colour is a result of Hylian farming techniques.
Seison Banana Sheikah & Simmerin Packed with nutrients a favourite among the Sheikah, the fruit is said to give an individual the strength of a Lynel.
Drastalk Banana Eldin & Voralton Despite its diminuitive appearance the fruit is remarkably nutritious, drying out as it ages but preserving the nutrients within its fleshy exterior.
Loft Plantain Loftcrest An older wild relative of the Loft Banana they're much more bitter and more widespread due to lack of Hylian farming controlling them.
Drastalk Arrowroot Sheikah & Simmerin The roots of the plant are used in medicines although the fruit has a slight spicy tinge to it making it a useful cooking ingredient and favourite among some individuals.
Seison Heliconia Eldin & Voralton Bright bulbous shaped fruit that creates vivid displays attracting birds to drink its sap and take its pollen, the fruit has an earthly taste and never seems to dry out.
Loft Galangal Loftcrest A strange fruit that hangs by pairs of branches like a satchel, high winds in the area they're found blow the fruit off the trees.
Gymnsin Orange Fruit (Citrus) Farolia & Eldin The bright orange colour of the fruit warns off insects as the acidic juices within are strong enough to kill them, fortunately their quite mild for anything larger than a fly.
Hadyron Orange Ghadalia & Kestrelon Though quite small in size they grow in large bunches, the bushel they grow in is remarkably hardy found growing on cliffsides.
Mistyne Orange Homatoa & Paryllia The exterior is waterproof and its low density allows it to float along the sea, they will only germinate when in contact with solid soil.
Akkagael Lemon Loftcrest & Simmerin Often described as being sour, only small amounts of their juice can completely change the flavour of a meal, any more than two will completely overwhelm a dish in most cases.
Banzoll Lemon Voralton & Homatoa The fruit has a fresh aroma to it making it popular to grind up the flesh and use it in incense, interestingly they always grow in trios.
Gymnsin Lime Farolia & Eldin A fruit that grows in very tall trees, they were originally thought to be a nut because Hylians never climbed the trees and only ever found the seeds that they dropped.
Banzoll Citron Voralton & Homatoa Uniquely the seeds are kept in small pockets close to the top of the flesh, animals which discard the flesh allow the seeds to grow where they're dropped more easily.
Hadyron Tangelo Ghadalia & Kestrelon A fruit that strangely grows in areas of low light, it forms a symbiotic relationship with a cave fungus which provides nutrients to the plant.
Scalgron Clementine Paryllia & Farolia A fruit that grows on trees with incredibly wide canopies, just one tree can produce over a hundred fruits in a season.
Mistyne Grapefruit Homatoa & Paryllia The bright red juices they produce stain teeth red for days, drying them and extracting the juices that remain is an effective way to make red dye.
Gymnsin Kumquat Farolia & Eldin Often found half-eaten by the animals that dwell in the forest environments, their soft exteriors become hardened when exposed to high heat.
Scalgron Mandarin Paryllia & Farolia The stalks they grow on are quite tall, during the monsoon season in Paryllia the fruits are carried off by the flood waters downstream where the soil is richest.
Akkagael Pomelo Loftcrest & Simmerin In the spring season the fruit turns a brilliant shade of pink, it does this to attract birds which carry it to their nests.
Farore's Hand Farolia Both the fruit and flowers bloom, the single seed within is very large, the fruit directly surrounding the seed has a bitter taste in contrast to the sweeter exterior.
Hadyron Amanatsu Ghadalia & Kestrelon The interior of the fruit has sticky web-like flesh which can ensnare insects protecting its seeds.
Dailan Cranberry Fruit (Berries) Dabbolania & Homatoa Unusually this fruit's tree will blossom in autumn and winter, it attracts bears with an iron-rich aroma which spread its seeds before hibernation.
Giyga Cranberry Sheikah & Paroshiima They grow in large hedges often mixed with other plants that have poisonous fruits, discerning these berries from the poisonous ones is part of Sheikah Culture due to their importance in rituals.
Gerudo Blueberry Ghadalia The bright azure colour is used to attract birds, the seeds can only germinate near oasis which the birds roost at.
Giyga Blueberry Sheikah & Paroshiima A fruit commonly used for dying clothing blue, they're cultivated in massive amounts and are often added to desserts to enrich the flavour.
Dailan Bilberry Dabbolania & Homatoa A fruit that commonly grows near rivers, its roots ensnare fish and use their nutrients to enrich its growth.
Giyga Huckleberry Sheikah & Paroshiima They shine brightly in the sun, ancient Sheikah used to believe they were made of metal, they're much denser than most fruits.
Dailan Whortleberry Dabbolania & Homatoa Growing exclusively around stationary bodies of water they require copious amounts of water to grow often killing other plants as a result.
Gerudo Grouseberry Ghadalia Only a few grow on a single tree, their exterior is incredibly hard and similar to a nut in toughness.
Giyga Redberry Sheikah & Paroshiima The point on the end of each berry is remarkably sour, it is often removed before eating although some find it quite complimentary to the rest of the fruit.
Dailan Deerberry Dabbolania & Homatoa They grow low to the ground and got their name from the Deer that eat them, despite being easy to grow they're never cultivated by Humans due to the deer constantly invading their farms.
Twinsand Prickly Pear Fruit (Cacti) Bygossin A distinctly bright coloured fruit, they're quite common in the desert and although difficult to eat around provide excellent nutrients, they're also a favourite among camels.
Twinsand Dragon Fruit Bygossin The inner flesh of the fruit wards off insects for hours, it has a distinctly mint-like smell, when close to being ripe the aroma intensifies.
Twinsand Saguaro Bygossin An edible cactus, they're an acquired taste for many although are able to hold massive quantities of water.
Twinsand Karkalla Bygossin The only cacti that doesn't exclusively grow in the desert, they can suck in nutrients from the ocean, they often grow in bunches.
Heestave Peach Fruit (Stone) Farolia & Voralton If the seed is cracked it releases a powerrful bitter aroma into the rest of the fruit often ruining the flavour.
Syroniola Peach Loftcrest & Paryllia They grow in boggy floodplains around the lakes, their large fruit are bouyant and can float along the lake sometimes being eaten by fish.
Heestave Plum Farolia & Voralton The larger the fruit is the less sweet it becomes, some describe it as the fruit that stays with you because children like the extremely sweet small fruit while adults prefer the more mild larger fruit.
Giyga Plum Sheikah & Paroshiima They were once used in painting, although fell out of fashion long ago, one can tell how old paintings that used the plum are based on the aroma they leave behind.
Heestave Cherry Farolia & Voralton In ancient times it was believed the fruit was a symbol of love, if a Cherry Tree grew rapidly it was believed to indicate a couple had fallen in love.
Syroniola Lychee Loftcrest & Paryllia Their spiny exterior protects the flesh and seed within, sometimes the shells are repurposed due to their surprising toughness.
Giyga Apricot Sheikah & Paroshiima The soft skin of this fruit is covered in tiny hairs that suck up rain that lands on the fruit allowing it to survive in wet environments for weeks before the seed germinates.
Giyga Nectarine Sheikah & Paroshiima They only appear during rain as the plant curls up hiding the fruit during sunshine, ancient Sheikah used to use them to predict when rain was coming.
Syroniola Mango Loftcrest & Paryllia The different colours of the fruit as it ripens provide different tastes, it has to be picked before it turns red otherwise it becomes extremely bitter.
Hadyron Mulberry Fruit (Mulberry) Ghadalia & Kestrelon During the winter the berries drop into the snow, often disappearing quickly as new snow falls over them, in the spring the increase in temperature activates the seed's growth.
Aisarue Mulberry Dabbolania & Bygossin The large clusters the fruit grows in can intimidate certain creatures due to the fruit having an appearance similar to a predator's eye.
Aisarue Fig Dabbolania & Bygossin The shell around the fruit is tough to break although is edible, some animals will only eat the shell and leave the rest of the fruit.
Hadyron Fig Ghadalia & Kestrelon The entire plant is covered in fine hairs that are highly adapted bark, they keep warmth in like a coat would protecting the plant and the fruit.
Aisarue Breadfruit Dabbolania & Bygossin When exposed to the cold the fruit's outer layer compresses causing pseudo-spines to form protecting it from animals that rip it off its tree.
Hadyron Jackfruit Ghadalia & Kestrelon The fruit's interior is made of multiple segments, even if one is lost to a creature or damage the others can still produce a new tree.
Mostatoke Grape Fruit (Vitis) Eldin & Paryllia The closer to the volcanic regions of Eldin the plant is the different colours of the fruit it becomes, interestingly moving the plant to colder areas does change the fruit colour.
Sapus Grape Dabbolania Cultivated over generations, a reliable source of food that Humans have turned into a variety of foods and drinks through dozens of methods.
Sapus Muscadine Dabbolania Their olive colour changes to a deep indigo was they age, they're incredibly bitter when green so are more so used as a cooking additive although once turned deep indigo they're quite tasty.
Mostatoke Crimson Glory Eldin & Paryllia They grow commonly around the mouth of caverns sometimes blocking any light from entering them, the large leaves provide ample shelter for the fruit which grow beneath them.
Sapus Pepper Vine Dabbolania A fruit that grows in spiralling bunches, as the fruit grows and matures the largest among them will block out sunlight from the other fruits.
Sapus Treebind Dabbolania The vine itself is a parasite, growing on other trees sapping them of their nutrients over decades, the fruit takes on some of the flavours of the host plant.
Mostatoke Leea Eldin & Paryllia A rather large red fruit that grows around small bodies of water, they will drop off the vine when they get too heavy usually rolling downhill unless brushed by wind.


Gear plays a different role in The Legend of Zelda: Kingdoms of the Dawn, unlike the previous two games Gear does not impact the player's defensive abilities but instead plays a role in many other elements of the game. The player can acquire gear for a number of different jobs, their starting gear is known as the Scouting Gear and provides them with a boost in View Clarity for example, other gears though providing no defensive benefits allow the player an easier time with various non-combat related tasks. Gear can also be stylized and upgraded increasing the effectiveness of its abilities as well as giving new ones, most gears have two upgrade lines as the player can simply purchase another set should they wish to explore the other upgrade line, the gears that only have one upgrade line can only be obtained once by contrast.

Scouting Gear

Scouting Gear is the first set of gear the player has access to, it is also the gear that most closely resembles other incarnation of Link's Green Tunic. The gear is primarily leather and cloth having a pointed cap for a hat, the pieces each individually provide a boost to the View Clarity making objects that the player looks at in the distance more clear and sharp. Upgrading each piece will increase the view clarity for the player and will also give a boost to their Track Detection making tracks appear more clearly.

"The gear was used long ago by Hylians who rode atop impressive birds through the sky, although the birds spoken about have long since disappeared the gear is still used by those Hylians who go out to explore the surrounding region protecting the people of Loftcrest from the dangers of the wilderness, the lightness of the gear provides easy mobility and evasion and doesn't cause much noise helping to reduce the probability of detection" - Scouting Gear's in-game description
Anglers Gear

Anglers Gear is a set of gear the player can get early on in the game, the gear is visually based on a fisherman's outfit mixed with fish and fishing design elements, the hat appears similar to the Scouting Gear being a pointed cap although is designed to look like a fish with the mouth acting as the brim, the torso has an overall appearance with a cross-pattern shirt beneath it appearing similar to netting, the leggings are long trousers with a blue coloration that is brighter at the top, in addition several lures can be seen around the belt loops on the trousers one of which is shaped like an Octorok. The gear all together provides a boost to Fishing Strength making it easier for the player to fish by increasing how much each pull from the line reels the fish in, upgrading the Angler's Gear will also increase the player's water visibility making it easier to see through bodies of water.

"Fashioned from clothing used originally for exploration, the gear is often seen on fishermen who can often be seen fishing down at the nearest river and selling their hauls in town. The lures hooked around the trousers contain a special aroma that is said to help in catching fish it does however leave the wearer with a rather poignant fragrance about them for some time." - Anglers Gear's in-game description
Woodsman Gear

Woodsman Gear is an early game set of gear the player can come across, it's one of the first gears most players will find through exploration as it is located in several chests around Loftcrest. The gear appears similar to the attire of a logger having a plaided thick wool shirt and slightly loose trousers with long boots, much of the design incorporates different elements of woodland into its appearance, the hat of this gear appears as a bear's head, the cuffs of the gauntlets as well as the tops of the boots are made of fur and wool and there is a sapling pattern on the side of each of the boost. The Woodsman Gear increases the player's Woodcutting Strength allowing the player to chop down trees more easily and also harvest more fruits from them, upgrading the Woodsman Gear will also allow the player to chop down trees that otherwise would be unable to chop down.

"Adorned by those who collect lumber from the nearby woodlands and bring them back to Loftcrest to be used in basically every facet of life, the Woodsman's Gear provides protection against the elements and is surprisingly comfortable on account of the materials it's made from. Dried fruits and nuts are mixed in with the wool producing a sweet aroma which helps the woodcutters from disturbing the creatures of the woods too significantly." - Anglers Gear's in-game description


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