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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
- 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
- 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
- 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.
- 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
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.
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.
Food & Meals
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 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 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 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