Legend of Zelda RPG/GM Resources

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GM Resources

Tags/Special Properties/Keywords/Whatever

Universal

  • Armour X (Y): Reduces the damage increment of physical sources by X, to a minimum of Y.
  • Fixed: Cannot be moved. [Walls, Beamos, etc.]
  • Burn X: Ignite effects destroy it in X turns (Never destroyed if X = -1). Gains the Ignite tag until destroyed. [Ice with "Burn 0"; Deku Sticks with "Burn 3"; Keese and Torches with "Burn -1", etc.]
  • Blow: Moves objects with an effective Mass of 0, etc. [Gust Jar, Fans, etc.]
  • Hold (X): Objects with the Grip tag (and tag X, if stated) can attach to it. [Wooden Posts with Hold (Pierce); Gratings with Hold (Claw), etc.]
  • Switch X -> Y (Z): Changes X to Y when condition Z is fulfilled.
    Switch X <-> Y (Z): Changes the state of something between X and Y when condition Z is fulfilled. Examples:
    • A target with "Switch Bridge [1] <-> Bridge [2] (Pierce)" causes a bridge to rotate between position 1 and position 2 when hit by a piercing weapon, such as an arrow.
    • Gibdos with "Switch Self -> Stalfos (Ignite)".
    • A panel with "Switch Door [1] -> Open (Light)", unlocking the next room when stuck by any effect with the Light tag.
  • Source (X/Y): Energy X (Light, Ice, Fire, etc.) or material Y (Water, Sand, etc.) originates from the object, then moves in a straight line until it strikes something. [Beamos with "Source (Laser)"; Waterfall with "Source (Water)"; Koume with "Source (Fire)", Kotate with "Source (Ice)" and Twinrova with "Source (Fire, Ice)", etc.]
  • Reflect (X/Y): When an effect with the Source (X/Y) tag strikes it, the object gains Source (X/Y). [Mirror with "Reflect (Light); Mirror Shield with "Reflect (Energy); Pipe with "Reflect (Water), etc.]
  • Invisible: Cannot be seen except through its interaction with objects or by effects with the Reveal tag. [Certain enemies, chests, bridges, etc.]
  • Illusion: Does not exist - proven through its interaction with objects or by effects with the Reveal tag. [Certain enemies, chests, walls, etc.]

Effects

  • AoE X: Affects everything within X of its origin [Spin Attack with "AoE 1"; Bombs with "AoE 2"; Quicksand with "AoE 5", etc.]
  • Dark X: Nothing can be seen within distance X of the effect. [Certain spells and attacks; dark dungeons; night without moonlight, etc.]
  • Freeze X: Deals X/4 Hearts of non-physical damage per success and encases the target in an Ice Block for a bit. [Ice Arrows, etc.]
  • Ignite X: Deals X/4 Hearts of non-physical damage per success and destroys objects with the Burn tag, makes Bombs explode, etc. [Fire Arrows, etc.]
  • Jinx (X) Y: Target cannot perform action X for Y rounds.
  • Knockback X: Target is moved X squares away, minus 1 for every 3 Mass it has.
  • Knockdown: Target is rendered prone, taking a 0k1 penalty to all defences until it spends an action to stand up.
  • Light X: Negates effects with the Dark tag within distance X of the effect. [Light Arrows, large torches, etc.]
  • Range X: Can affect things out to distance X. [Bows with "Range 20"; Hookshots with "Range 10"; Longshots with "Range 20"; Octorocks with "Range 5", etc.]
  • Staggering: A target hit by a Staggering effect suffers different consequences depending on the defence used:
    • A target using a shield defence is Stunned.
    • A target using a non-shield defence suffers Knockdown and Knockback.
  • Stun: Target loses an action from its next turn.

Items/Magic

  • Mass ± X: Changes your effective Mass by X. [Iron Boots have "Mass +3"; Hover Boots have "Mass -4", etc.]
  • Explode: Destroys objects with the Crack tag when destroyed, etc. [Bombs, etc.]
  • Smash: Destroys objects with the Crack tag, activates certain switches, etc. [Hammers, etc.]
  • Pierce: Activates certain switches, affects certain enemies, etc. [Bow, Hookshot, etc.]
  • Cut: Removes objects with the Taut tag, affects certain enemies, etc. [Sword, Boomerang, etc.]
  • Fetch X: Brings objects with Mass < X to the wielder. [Boomerang, Hookshot, etc.]
  • Grip: Attaches to enemies/object with the Hold tag. [Hookshot, Clawshot, etc.]
  • Claw: Attaches to certain objects, etc. [Clawshot, Grappling Claw, etc.]
  • Pull: When attached, brings the lower Mass to the higher Mass (Pull-switch to item-holder, item-holder to wall, etc.). [Hookshot, Clawshot, etc.]
  • Reveal: Negates effects with the Invisible and Illusion tags. [Lens of Truth, etc.]

Monsters

  • Electrified: When the creature is hit with an edged melee weapon, the attacker takes 2/4H electric damage and is Stunned.
  • Flyby Attack: The creature can spend two actions to fly twice its Fly speed, make an attack at any point during this movement, then land at the end of this movement.
  • Flying: Can only be hit with ranged attacks unless it's attacking in melee. [Keese, etc.]
  • Puddle: The creature can spend an action to sink into a puddle, causing it to be unable to attack and gain +2k1 on its defence roll. The creature remains puddled until the beginning of its next turn.
  • Remove X Armour: Reduce armour by X/4, giving the target +2 Speed and -2 Mass each time it's affected. Target cannot be affected at 0/4 armour.
  • Split (X Y): Spawns X copies of Y when killed, unless it was reduced to -4/4H. [Bari with "Split (2 Biri), etc.]
  • Spawn X (Y): The creature can spend a round spawning X copies of creature Y. [Queen Gohma, etc.]

  • Surprise: Covers any stealth-based ability such as Bongo-Bongo's invisibility, Queen Gohma's scuttling or Lanmolas' digging. It allows the creature to take an action to hide itself, and make a Wisdom/Physical check (which we'd give some base rating per trait I guess, like we were doing for Attack?) to make a surprise attack against the target(s).
  • Shell: Functions like Shield Defence for a PC, up to and including Reflecting.
  • Grapple: On a hit, the Baba serpent grabs the target.
  • Severed Mobility- When the Baba serpent's life falls below 5/4H and has been hit with an Edged weapon, the Baba serpent detaches itself from it's roots and gains a movement of 4.
  • Hanging- The Skultulla can suspend itself from a strand of thread attached to a point directly above it. The skultulla can climb vertically up and down this thread.
  • Charge: Double Action- The creature can move up to twice its speed in a straight line and attack one enemy in the path of its movement at +1k0.
  • Thieving- On a successful hit, The Rat steals 1d6 Rupees or 1d6 pieces of ammunition from the target.
  • Cling- On a hit, the Gel sticks to the target, occupying its space. The target takes both a -1k0 penalty to all rolls and -1 speed per Gel. Every 2 Gels adds 1 Mass to the target. The Gel remains attached until killed.
  • Withdraw- Single Action- The Mad Scrub can withdraw into it's flower until the beginning of it's next turn and become impervious to damage. At the beginning of it's next turn, it must resurface from the flower as a Single Action and cannot withdraw until the turn after that.

Environment

  • Crack: Can be destroyed by effects with the Smash or Explode tag.
  • Taut X: Can be removed by effects with the Cut tag; can support a total Mass of X.
  • Buoyant (X) Y: Object has Mass 0 in medium X (air, water, etc.); stays at a fixed height unless it supports a total Mass greater than Y.
  • Launch X: When the object is activated, anything in contact with it moves a distance X straight up then falls a distance equal to its Mass at the start of every round.
  • Timer X: Any change of state caused by effects with the Switch tag reverts after X rounds.
  • Height X: Distance from the floor to the ground = X.
  • Climb: You can ascend a distance equal to half your Movement when in contact with this object. [Vines, Ladders, etc.]


Dungeon Design

Still roughing this out right now:

"Four Swords creates a dungeon level by randomly selecting a dungeon setting -- a vast area with many set challenges -- then dropping a randomly selected new dungeon part into it. As you gain more keys and experience, obstacles become more challenging and levels become more difficult. There are dozens of settings and parts available for each separate area, so you'll always be challenged with new dungeon levels!" - Zelda Universe

Boxes connected by arrows:

  • Each box defines a rectangular area with the same characteristics (pool of water, field, metal grating, etc.). Distance units between and location of movement points written round the outside.
    • Boxes have the item tags needed to solve the puzzles in them. For example, to represent rooms with torch switches, the box has the Ignite tag.
  • Each arrow tells you how areas are connected, the requirements to move from one area to another ("Defeat Miniboss", "Activate Line of Switches in Order 3, 5, 2, 4, 1"; "Unlock door with Boss Key", etc.), if you can travel back the way you came (falling down is one-way, etc.), if the new area is on a different floor of the dungeon (semi-circular arrow), etc.
    • Arrows have the item tags needed to access them. For example, to represent doors blocked by Sun Blocks, the arrow has the Light tag.

Stuff we can mooch learn from:

All these need to have the exits at exactly the same place, which isn't ideal. If there's a "rim" around the rooms to draw in the connections, it might help, but it feels a bit untidy.
The original Zelda dungeons also needed all its room exits in the same places, and I think the randomly generated dungeons in "Four Swords" was the same. The best dungeons will be drawn freehand, naturally. These tile-based dungeons will do well at giving the feel of a videogame in an RPG.
I guess a tile-based system can speed some things up (less drawing stuff out, but solutions to puzzles can't be pre-set unless you only want to use them once, etc.), but I'm not going to support it myself unless I get bored of doing other things.

If the party has no ___ items coming into the dungeon that gives the ___ item, the routes that don't lead to the ___ item are blocked by things that need a ___ item to clear, while the route to the ___ item is usually made difficult by challenges that the ___ item makes trivial. This then leads to the boss that is usually defeated by using the ___ item.
Sometimes the party will have access to ___ effects from other sources, which are usually rendered obsolete when they get the ___ item (the Earth Temple from Wind Waker is a good counter-example: even though you get the Mirror Shield, you still need Medli's Lyre to solve certain puzzles).


Dungeon Types

  • Mini Dungeon (~10 Rooms): Mid-way stages that may not house a boss or even a map and compass, or are smaller in size that show one of these two characteristics:
    1. They may be required to complete for reasons not as prominent as those that motivate the young hero to complete the main dungeons.
    2. They are optional.
  • Main Dungeon (~20 Rooms): House a boss that must be defeated to access a quest-important item.
  • Master Dungeon (~50 Rooms) [not always present]: Largest type of dungeon. Require increasing numbers of items for progress. Holds the locations of all the main dungeons.


Dungeon Architectures

  • Caverns: Little, if any, artificial architecture within.
  • Labyrinths: One floor - progress based on defeating creatures in order to open locked door or collect keys.
  • Organic: Irregularly shaped rooms?
  • Palaces: Have a more elaborate interior than other dungeons types. Fighting enemies is optional (as long as they're easy to overlook, of course), with more hazards, obstacles and traps. Maybe.
  • Temples: Thematic, usually have a central puzzle device, which must be dealt with in order to meet the boss.
  • Towers: Many smaller floors.


Dungeon Themes

Desert

  • Location: Deserts or other sandy areas.
  • Atmosphere: Egyptian, dusty, etc.
  • Enemy Types: ???
  • Obstacles: Quicksand or complex traps.
  • Puzzle Types: Generic; like Forest Dungeons.

Dungeons of this type are actually similar to forest dungeons when it comes to puzzles (in fact, the Arbiter's Grounds from Twilight Princess are similar to the Forest Temple from Ocarina of Time when it comes to hunting Poes), or at least these are more generic in nature.

Earth

  • Location: Underground or inside rocky areas.
  • Atmosphere: Earth dungeons are known for their dark, dank environment and organic, vegetative architecture.
  • Enemy Types: ???
  • Obstacles: Obstacles may include rolling rocks and fragile terrain and walls.
  • Puzzle Types: Overlaps with Fire, Forest, and Shadow.

Earth dungeons are somewhat difficult to distinguish, as their placement, depending on the puzzles present.

Fire

  • Location: Volcanoes and fire-covered areas.
  • Atmosphere: Sweltering heat, etc.
  • Enemy Types: Fire-breathing enemies, etc.
  • Obstacles: Lava, fire obstacles, etc
  • Puzzle Types: Related to removing or creating fire, although others have more to do with the use of Bombs. Moving blocks have been reportedly frequent in these dungeons as well.

Dungeons related to this element can be expectantly more difficult than other dungeons because of the fiery hazards present.

Forest

  • Location: Forests, groves or swamps usually mimic the ecosystems surrounding them both in context and in atmosphere.
  • Atmosphere: Overgrown, etc.
  • Enemy Types: Floral or arthropodal enemies, such as Deku Babas, Deku Scrubs, or Skulltulas.
  • Obstacles: Vines and whatnot?
  • Puzzle Types: As forest dungeons are usually encountered early on in the game, the puzzles in these dungeons are usually generic in nature and somewhat simple. Depending on the game itself or the plot, there may be various unique situations in the dungeon. For example, in Twilight Princess, Link has to cooperate with monkeys in order to make his way through the rooms of the Forest Temple, and in Ocarina of Time, he occasionally has to twist some corridors so that he can access and explore new rooms of the same temple.

Ice

  • Location: Ice dungeons are frozen and located in icy areas.
  • Atmosphere: ???
  • Enemy Types: Icy enemies, etc.
  • Obstacles: Sources of cold that can freeze Link, slippery floors, falling ice needles, deep snow, etc.
  • Puzzle Types: move blocks in these dungeons, although the low friction of the floor can make this more difficult than usual.

Light

  • Location: ???
  • Atmosphere: Clean, bright, etc.
  • Enemy Types: Mechanical in most cases (Armos, Beamos, etc.).
  • Obstacles: Mechanical in most cases.
  • Puzzle Types: Escorting or commanding objects (guiding light), manipulating physical light, etc.

Light-themed dungeons are relatively rare in the series. Unlike the other types of dungeons, whose themes make them markedly different from the main overworld, these dungeons appeal for a more realistic and generic environment. Storyline-wise, these dungeons have a fixation towards light in a sacred or religious sense.

Shadow

  • Location: Graveyards or very dark places.
  • Atmosphere: Usually very dark.
  • Enemy Types: Demonic or undead enemies (Poes, Redeads, Stalfos, etc.). "Scary", "creepy", etc.
  • Obstacles: Hidden pits, deadly traps, etc.
  • Puzzle Types: Invisible elements, illusions; light may also be required to open new paths, as seen in The Wind Waker with the Earth Temple.

Many of these dungeons serve as bases of operation for the villains, such as the Black Tower in Oracle of Ages and the Palace of Twilight in Twilight Princess. In the majority of the cases, shadow dungeons are found late in the games.

Water

  • Location: Lakes and watery areas.
  • Atmosphere: Damp, etc.
  • Enemy Types: Water-based (fishy thingies, etc.).
  • Obstacles: Drowning, etc.
  • Puzzle Types: Manipulating or crossing liquid water in one way or another.

Among the most controversial, mostly because the difficulty is, more often than not, much higher than in other dungeons. In the Water Temple, for example, Link has to make the water descend and ascend its level at least twice in order to meet the boss, and numerous times if the players guiding him overlook keys that may be needed later and that are only accessible when the water is on its right level; another difficulty is that Link has to constantly equip or de-equip his Iron Boots, depending on whether he is rising to a surface or walking on a bottom.

Wind

  • Location: The sky, or in places of notable altitude.
  • Atmosphere: ???
  • Enemy Types: Flying enemies, etc.
  • Obstacles: Strong winds, etc.
  • Puzzle Types: Using wind to reach new places, crossing chasms carefully to avoid falling.

Wind dungeons are among the rarest of the element themes, and are usually encountered later on in the game (often the sixth or seventh dungeon).


Dungeon Items

  • Dungeon Map: Reveals the location of all rooms (without the |Secret| tag?) in the specified dungeon.
  • Compass: Indicates where the boss is located on the specified Dungeon Map. May or may not reveal the location of Treasure Chests, hidden Treasure Chests or hidden Keys.
  • Keys:
    • Small Key: Open locked doors and key blocks. Usually dungeon-specific.
    • Boss/Big Key: Opens the door to the boss' chamber - may open other important locks too.
    • Dungeon Key: Required to access certain dungeons.


Sample Blocks

  • Somaria Block: Mass 8, Switch Block -> Explosion (Cane of Somaria).
  • Key Block: Mass 8, Switch Fixed -> Mobile (Key).
  • Puzzle Block: Mass 8, Height 2, Climb.
  • Time Block: Fixed, Switch Appear <-> Disappear (Song of Time).
  • Sun Block: Fixed, Switch Present -> Removed (Light).
  • Mobile Block: Switch Position 1 <-> Position 2 (Switches).
  • Ice Block: Mass 8, Buoyant (Water) 8, Burn 0.


Switches

What Switches Can Do

  • Open doors.
  • Make Treasure Chests appear (frequently with keys in them).
  • Move walls or other obstacles.
  • Open gates to fill areas with water, or drain them.
  • Turn fans on or off.
  • Deactivate Armos statues.
  • Open skylights.
  • Make monsters appear (if booby-trapped).

Sample Switches

  • Mechanical Lever: When switch is switched, stuff happens.
  • Floor Switch: When Mass is placed on it/removed from it, stuff happens.
  • Pull Lever: When level is pulled, stuff happens.
  • Grapple Switch: When a sufficient Mass pulls it down, stuff happens.
  • Torch Switch: When torch is lit, stuff happens.
  • Crystal Switch: When switch is hit, stuff happens.
  • Eyeball Switch: When switch is shot, stuff happens.
  • Sun Switch: When light hits it, stuff happens.
  • Monster Switch: When all the monsters in a room are killed, stuff happens.


Monsters (WIP)

Monster Dice Pools

Threat Level Low Accuracy Moderate Accuracy High Accuracy
Minimal 2k2 3k3 4k3
Low 3k3 4k3 5k4
Moderate 4k3 5k4 6k5
High 5k4 6k5 8k5


Minimal Threat Monsters

Name Type Life Mass Speed Attack Damage Range Defence Armour Special
!a !a !a -9 -9 !a !a -9 !a !a !a
Keese Beast ¼ 1 2 (Fly 8) Bite: 2k2 ¼ 1 4k3 Flyby Attack
Rat Beast ½ 1 8 (Climb 8) Bite [Thieving]: 2k2 ¼ 1 4k3 N/A
Bokoblin Blin ♥♥ 4 6 Stick: 3k3 ½ 1 3k3 N/A
Octorock Aquatic ♥♥ 4 5 (Swim 5) Spit Rock: 3k3 ½ 15 2k2 N/A
Zol Slime 2 2 (Jump 4) Tackle: 3k3 ¼ 1 2k2 Puddle, Split (2 Gel)
Gel Slime ¼ 1 1 (Jump 4) Cling [Cling]: 3k3 Cling 1 2k2 N/A
Chuchu Slime ♥♥ 4 3 (Jump 3) Tackle: 3k3 ½ 1 2k2 Puddle
Rope Beast ♥♥ 2 6 Bite: 3k3 ½ 1 2k2 Charge
Tektite Insect ♥♥ 4 2 (Jump 6, Waterwalk 4) Tackle: 3k3 ½ 1 3k3 N/A
Mad Scrub Plant ♥♥ 2 8 Spit Nut: 3k3 ½ 15 2k2 Withdraw
Deku Baba Plant 3 0 Bite: 3k3 ½ 2 2k2 N/A
Miniblin Blin ½ 2 8 Trident: 4k3 ¼ 1 4k3 N/A
Walltula Spider ½ 1 6 (Climb 6) Bite: 4k3 ¼ 1 2k2 N/A
Peahat Plant ♥♥ 3 0 (Fly 8) Spinning Thorns: 3k3 ½ 1 3k3* Flyby Attack
White Bubble Undead ♥½ 1 0 (Fly 8) Bite: 4k3 ¼ 1 4k3 Flyby Attack
~z ~z 99 99 ~z 99 ~z ~z
  • Weakpoint- The Peahat cannot be harmed while airborne.

Low Threat Monsters

Name Type Life Mass Speed Attack Damage Range Defence Armour Special
!a !a !a -9 -9 !a !a -9 !a !a !a
Bulblin Blin ♥♥♥ 4 6 Club: 4k3
Burning Arrow [Fire]: 4k3
½
½
1
20
4k3 N/A
Bullbo Beast ♥♥♥♥♥♥ 7 12 Gore: 3k3 ¾ 1 3k3 N/A
Skulltula Spider ♥♥♥♥ 5 6 (Climb 6) Kick: 4k3 ½ 1 5k4* Hanging
Goiyra Humanoid ♥♥♥♥ 4 6 Boomerang [Stun, Returning]: 4k3 ½ 15 3k3 N/A
Stalfos Stalker Undead, Skeleton ♥♥½ 4 4 (Jump 6) Swipe: 4k3
Throw Bone: 5k4
¼
¼
1
5
4k3 N/A
Baba Serpent Plant ♥♥♥ 4 0 (4 when Severed) Bite [Grapple]: 4k3 ¾ 2 3k3 Severed Mobility
Kargarok Beast ♥♥♥♥ 6 4 (Fly 10) Peck: 4k3 ½ 1 4k3 N/A
Hylian Guard Humanoid ♥♥♥♥ 4 6 Spear: 5k3 ½ 1 4k3 N/A
Hylian Soldier Humanoid ♥♥♥♥ 4 5 Sword: 4k3 ½ 1 4k3 ¼ N/A
Leever Beast ♥♥♥ 3 6 (Burrow 6) Spikes: 4k3 ½ 1 4k3 N/A
Bari Aquatic ♥♥♥ 5 0 (Swim 4) Tentacle [Electric]: 3k3 ½ 1 3k3 Electrified, Split (2 Biri)
Biri Aquatic ½ 2 0 (Swim 4) Tentacle [Electric]: 3k3 ¼ 1 3k3 Electrified
Mini-Moldorm Beast ♥♥ 8 5 Spiked Bump [Knockback 2]: 3k3 ½ 1 3k3 N/A
Fire-Keese Beast ¾ 1 2 (Fly 8) Bite: 3k3 ½ 1 5k3 Flyby Attack, Ignite
Ice-Keese Beast ¾ 1 2 (Fly 8) Bite: 3k3 ½ 1 5k3 Flyby Attack, Freeze
River Zora Aquatic, Humanoid ♥♥♥♥ 4 6 (Swim 8) Conjure Fireball: 4k3 ½ 15 3k3 N/A
Gerudo Pirate Humanoid ♥♥♥♥ 4 6 Twin Sabre: 4k3 ½ 1 4k3/5k3 with dodge N/A
Goron Brawler Humanoid ♥♥♥♥♥ 8 4(8 rolling) Fist[Grapple]: 5k4 ½ 1 3k3 N/A
Stalchild Undead, Skeleton ♥♥♥♥ 4 6 Swipe: 5k4 ½ 1 4k3 N/A
Lanmola Beast ♥♥♥♥♥ 4 4(Burrow 6) Scything Jaws: 4k3 ½ 1 4k3 Surprise
Red Bubble Undead ♥♥♥ 1 0 (Fly 8) Bite: 5k4 ½ 1 4k3 Flyby Attack, Ignite
Blue Bubble Undead ♥♥♥ 1 0 (Fly 8) Bite [Jinx]: 5k4 0 1 4k3 Flyby Attack, Jinx[Can only move on next turn]
~z ~z 99 99 ~z 99 ~z ~z
  • Weakpoint- The Skulltula has a defence of 3k3 from the flank

Moderate Threat Monsters

Name Type Life Mass Speed Attack Damage Range Defence Armour Special
!a !a !a -9 -9 !a !a -9 !a !a !a
Moblin Blin ♥♥♥♥♥♥ 8 6 Spear: 6k5 ½ 2 5k4 Charge
Hylian Captain Humanoid ♥♥♥♥ 4 6 Trident: 5k4 ½ 1 5k4 ¼ Charge
Hylian Archer Humanoid ♥♥♥♥ 4 6 Great Bow: 5k4 ½ 20 4k3 Charge
Like-Like Ooze ♥♥♥♥♥♥ 8 4 Engulf [Thieving]:6k5 ¼ 1 5k4 ? N/A
Lizalfos Saurian ♥♥♥♥ 4 6 (Jump 8) Sword: 5k4
Leaping Strike: 6k5
½
½
1
3
5k4 N/A
Poe Undead, Ghost ♥♥♥♥ 1 5 Lantern: 5k4 ¼ 1 4k3 Phase-Out
Floor Master Undead ♥♥♥♥♥ 5 4 (Levitate 6) Swipe: 5k4 ½ 1 4k3 Surprise, Split (3 Mini-Floor Master)
Mini-Floor Master Undead 5 4 (Levitate 6) Swipe: 3k2 ¼ 1 3k2 Grow (Floor Master)
Beamos Construct ♥♥♥ 12 0 Lazorz: 6k5 ? 10 4k3 ¾ Bomb/Arrow Vulnerability [Ignores Armour]
Ball and Chain Warrior Humanoid ♥♥♥♥♥ 6 4 Ball and Chain [Heavy]: 5k4 3 5k4 ½ N/A
Dodongo Saurian ♥♥♥♥♥ 10 2 Bite: 5k4
Fire Breath[Charge]: 4k3
½
¾
1
4
4k3 ½ Bomb Vulnerability [Ignores Armour]
Armos Statue Construct ♥♥♥♥ 12 4 Crush: 4k3
Explode: 5k4
¾
1
1
4k3 ½ Bomb Vulnerability [Ignores Armour]
ReDead Undead ♥♥♥♥♥ 6 3 Drain Life[Grapple]: 6k5 ½ 1 4k3 Fearful Presence
Stalfos Warrior Undead, Skeleton ♥♥♥♥♥♥ 6 6 Sword: 5k4
Leaping Strike: 6k5
½
½
1
3
5k4/6k4 with shield up Rise Again
Wolfos Beast ♥♥♥♥♥ 5 7 Claw Swipe: 5k4
Swift Strike[Exposed]: 6k5
½
¾
1
1
5k4 N/A
Freezard Elemental ♥♥♥♥♥♥ 8 4 Icy Breath: 5k4 ½ 1 5k4 Freezing, Regenerate 1, Split (4 Mini Freezard)
Mini Freezard Elemental 2 4 Icy Touch: 3k3 ½ 1 3k3 Freezing, Grow (Freezard)
Garo Apprentice Humanoid ♥♥♥♥♥ 4 6 Twin Scimitar: 5k4
Knife Throw:5k4
½
½
1
10
6k5/7k5 with parry Surprise
Gerudo Soldier Humanoid ♥♥♥♥♥ 4 6(12 mounted) Glaive: 5k4
Ice Arrow: 5k4
½
½
1
15
6k5/7k5 with dodge N/A
Goron Siegebreaker Humanoid ♥♥♥♥♥♥ 8 4(12 rolling) Fist: 5k4
Roll[Charge]: 5k4
½
½
1
1
6k5 ½ Roll Attack
Zora Shorerunner Aquatic, Humanoid ♥♥♥♥♥ 4 6 (Swim 8) Fin Blade: 6k5
Electric Field: 5k4
½
½
5
1 (5 in water)
5k4 Electric
~z ~z 99 99 ~z 99 ~z ~z

High Threat Monsters

Name Type Life Mass Speed Attack Damage Range Defence Armour Special
!a !a !a -9 -9 !a !a -9 !a !a !a
Stalfos Champion Undead, Skeleton ♥♥♥♥♥♥♥♥ 6 6 Ancient Sword: 6k5
Leaping Strike: 8k6
¾
¾
1
3
6k5/7k5 with shield up ½ Rise Again
Darknut Warrior Humanoid ♥♥♥♥♥♥ 9 4 Great Sword [Heavy]: 6k5
Unarmed Strike: 6k5

¼
1
1
6k5 ½ Remove 2 Armour, Disarm [No Great Sword Attack]
Mighty Darknut Humanoid ♥♥♥♥♥♥♥ 10 4 Great Sword [Heavy]: 6k5
Unarmed Strike: 6k5

½
1
1
6k5/7k5 with shield up ½ Remove 2 Armour, Disarm [No Great Sword Attack or Shield]
Iron Knuckle Humanoid ♥♥♥♥♥♥♥♥ 12 4 Great Axe [Heavy]: 6k5 ♥¼ 1 6k5 ¾ Remove 1 Armour
Wizrobe Humanoid ♥♥♥♥♥ 4 6 (Teleport 8) Fire Ball [Ignite]: 6k5
Lightning Bolt [Stun]: 8k6
¾
½
20
5
5k4 Summon: 3 Miniblin
Aerolfos Saurian ♥♥♥♥♥ 5 7 (Fly 8) Short Spear: 6k5 ¾ 1 6k5/7k5 with shield up Flyby Attack
Dinalfos Saurian ♥♥♥♥♥♥ 5 7 (Jump 8) Fire Breath [Ignite]: 6k5
Axe: 6k5
Leaping Strike: 8k6
¾
¾
¾
10
1
3
6k5/7k5 with shield up N/A
Wall Master Undead ♥♥♥♥♥♥ 6 4 (Levitate 6) Plunge into Shadows [Grapple]: 5k4 Woobed 1 5k4 Surprise, Climb
Giant Poe Undead, Ghost ♥♥♥♥♥♥♥ 1 6 Fire Breath [Ignite]: 6k5
Sabre: 5k4
Lantern: 6k5
¾
½
¼
10
1
1
8k6 Phase-Out, Summon: 2 Poe
Gibdos Undead ♥♥♥♥♥♥♥ 7 3 Drain Life[Grapple]: 8k6 ½ 1 5k4 Fearful Presence, Fire Weakness, Curse[Become a Gibdos in 1 week without Song of Healing]
Garo Master Humanoid ♥♥♥♥♥♥♥ 4 6 Twin Enchanted Scimitar: 6k5
Knife Throw:6k5
Seppukku[Explosive]:5k4

½
♥½
1
10
3
7k5/8k5 with parry Ignite/Freezing, Surprise
ReDead Knight Undead ♥♥♥♥♥ 6 4 Drain Life[Grapple]: 6k5
Rusted Blade: 6k4
½
1
1
4k3 ½ Fearful Presence
Hinox Blin ♥♥♥♥♥♥♥♥ 9 5 Clobber: 7k5
Powder Keg[Explosive]: 5k3

♥¼
1
5
5k4 N/A
Goron Canoneer Humanoid ♥♥♥♥♥♥ 6 4 Canon[Heavy, Explosive]: 6k3 10 4k3 N/A
Eyegore Construct ♥♥♥♥♥♥♥ 9 5 Reckless Charge: 6k5
Eye Beam: 5k4
½
1
10
6k5 ½ Charge, Arrow Vulnerability [Ignore Armour, Stun]
~z ~z 99 99 ~z 99 ~z ~z
  • Woobed: Target trapped in shadow world; death of creature releases target.

Legendary Threat Monsters

Name Type Life Mass Speed Attack Damage Range Defence Armour Special
!a !a !a -9 -9 !a !a -9 !a !a !a
Gohma ? ? ? ? ? ? ? ? ? ?
Mothula ? ? ? ? ? ? ? ? ? ?
Helmasaur King ? ? ? ? ? ? ? ? ? ?
Vitreous ? ? ? ? ? ? ? ? ? ?
Dark Prophet ? ? ? ? ? ? ? ? ? ?
Shadow of the Hero ? ? ? ? ? ? ? ? ? ?
Armos Knight ? ? ? ? ? ? ? ? ? ?
~z ~z 99 99 ~z 99 ~z ~z

Immortal Threat Monsters

Name Type Life Mass Speed Attack Damage Range Defence Armour Special
!a !a !a -9 -9 !a !a -9 !a !a !a
Ganon ? ? ? ? ? ? ? ? ? ?
Vaati ? ? ? ? ? ? ? ? ? ?
Majora ? ? ? ? ? ? ? ? ? ?
~z ~z 99 99 ~z 99 ~z ~z

Boss Design

One of the most memorable things of any Zelda game is the boss battles. They are part combat, and part puzzle. In a team game, they must force both cooperation as a group and handling independent threats. A good boss should be chosen to fit the theme of the dungeon as well as the overall adventure. You must carefully consider what each party member is capable of so as to create an encounter that challenges them all, but also allows each of them to feel as though they contributed to the outcome in some meaningful way. When designing a boss encounter it is also wise to consider what items the characters discovered within the dungeon and how you can incorporate all of them into the puzzle of exposing the boss's vulnerabilities. A very important consideration is the arena of the battle itself. The environment may be the bigger danger than the boss itself, it may give the boss a distinct advantage or tools to exploit, or the it may be the key to its undoing through clever usage of nearby mechanisms or features.

(More to come later, including sample bosses.)

External Links