Monsters

The world of Roots is a dangerous place, rife with dangerous creatures; the monsters. But what is a monster? The monsters represent all manner of antagonistic foes in roots, from the small and simple Chuchus, up to the more menacing Lizalfos, and even as dangerous as Lynels. They stalk the wilderness outside the villages, outside the roads. Held at bay only by the hard work and sacrifice of the various forms of combative villager. Whether it is the the patrolling Guards, aggressive Mercenary, or the ever bold scouts, these heroes keep the rest of their neighbours safe from the wrath of the monsters of the Wild. Alas, even with the diligence of these warriors, monsters can slip in to attack! So remember, be cautious, be prepared, and be armed, you never know if its a Moblin or just a shadow...

Encounters

So, where can one encounter monsters? Typically, monster encounters will only occur as a result of doing a daily job roll. Under normal circumstances, only combat jobs will encounter monsters, these are jobs such as scout, mercenary, guard and other professional monster hunters. There are times however where even normal professions fall into risk, such as during a Blood Moon or under other equally harrowing world events! In such cases, an announcement will be made letting members know of this increased risk to their work.

For more monster information, check the tinglebot dashboard!

High Tier Monsters

As you venture deeper into the wilds and face increasingly formidable foes, we're here to ensure your battles are challenging yet fair. We recognize that Tier 5 and above monsters present significantly greater difficulties compared to their lower-tier counterparts.

Raids:

  • A mechanic in which players encounter these high tier monsters, and help take them down together.

  • In order to effectively do so, please check out the raids page for more information.

Monsters and Elements

Elements are a recent addition to the Tinglebot! Navigating elements will be instrumental in fighting monsters going forward. These elemental alignments appear on weapons, armor, elixirs, and monsters.
They affect how much damage you deal and how much damage you take.

If combat starts feeling off, it is usually an element mismatch.

🔹 How Elements Work

There are two sides to elements:

Offense (weapon vs monster):
A good matchup gives a bonus. A bad matchup gives a penalty. Neutral matchups behave normally.

Defense (armor / elixirs):
Matching resistance reduces incoming damage from that element.

Use the right element to hit harder, and resistance to stay alive longer!

🔹 Elements

The elemental options in Roots are as follows:

🔥 Fire
❄️ Ice
⚡ Electric
💧 Water
🌍 Earth
🌪️ Wind
💀 Undead
✨ Light
⚙️ Tech
⚪ None (no element, no bonuses or penalties)

🔻 Weaknesses (What Enemies Are Weak To):

🔥 Fire
→ Water, Earth

❄️ Ice
→ Fire

Electric
→ Earth

💧 Water
→ Electric, Ice

🌪️ Wind
→ Fire, Electric, Tech

🌍 Earth
→ Water, Wind, Tech

💀 Undead
→ Light, Fire, Wind

Light
→ None

⚙️ Tech
→ Electric, Water

🔺 Strengths (What Your Element Is Good Against)

🔥 Fire
→ Ice, Wind, Undead

❄️ Ice
→ Water

Electric
→ Water, Wind, Tech

💧 Water
→ Fire, Earth, Tech

🌪️ Wind
→ Earth, Undead

🌍 Earth
→ Electric, Fire

💀 Undead
→ Water

Light
→ Undead

⚙️ Tech
→ Earth, Wind


👹 Monster Elements

Most enemies follow their theme.

Fire enemies use Fire.
Ice or snow enemies use Ice.
Thunder enemies use Electric.
Rock or stone enemies use Earth.
Cursed or skeletal enemies use Undead.

Some enemies have no element and behave normally.


🛡️ Armor & Elixirs

Resistance lowers damage taken from that element.

Fire resist helps against fire damage.
Ice resist helps against cold damage.
Electric resist helps against electric damage.
Water resist helps against water damage.
Undead or blight resist helps against undead effects.

If you expect a certain element, bring resistance for it!


⚡ Quick Prep

Fighting Fire. Bring Water or Earth, and fire resist.
Fighting Ice. Bring Fire, and ice resist.
Fighting Electric. Bring Earth, and electric resist.
Fighting Water. Bring Electric or Ice, and water resist.
Fighting Undead. Bring Light if possible, otherwise Fire or Wind, and undead resist.

Bokoblin

Usually found in groups with an affinity for crude campsites, bokoblins are brutish, pig-nosed beasts with a great ability to use weapons and tools. They often leave behind their fangs and horns when defeated, with the occasional bokoblin guts and very rare boko weapon lingering in their absence. Be careful though! The most plentiful coloring of bokoblins, red, are often joined by stronger ones that are black and silver.

Cursed Skulls

Similar to stals, these disembodied heads are the reanimated skeletal remains of a fallen lizalfos, moblin, or bokoblin. Unlike them, they’re simply malice-filled heads that menacingly prowl for unsuspecting souls in the dead of night. When downed, they leave behind nearly the same loot as their skeletal counterparts, with very few differences.

Stal Foes

While not all stals are stalfos, all stals are foes, hence the name of this entry. Skeletal and with a bone to pick with all living Hyrulians, stal enemies seem to be the reanimated bones of felled bokoblins, lizalfos, and moblins that are only active at night time. Their drops seem to be similar to their mortal counterparts’ drops - a stalkoblin would drop a bokoblin fang or horn for example, however sometimes the odd wriggly arm sticks around...

Pebblits

Sentient rock beings though not as smart as gorons, pebblits are short but strong foes that can easily be mistaken as a mere normal and unmonsterous boulder. Frost, igneo, and stone pebblits are the only of their genus so far known, with drops of precious gems such as ruby, amber, sapphire, topaz, and opal alongside flint and lava drops

Octorok

Observed on and above land and even in water, these cephalopod-like creatures scuttle around delivering terror to each and every village. Their powerful mouth propellers allow them to harm unsuspecting passersby, aided by their camouflage. These are the known types of octoroks our travelers have reported encountering: treasure, water, snow, forest, and rock. While some appear to stick to certain regions - snow and rock stay in Inariko and Rudania exclusively - treasure and water octoroks have been seen across Hyrule. Their tentacles and floaty balloons are often seen dropping from them, alongside their eyes and undigested fishy prey. If you see any odd floating beings during rainstorms, mysterious shrubs, or unusual chests, be suspicious.

Keese

These swarming, one-eyed creatures are named keese, both individually and collectively, like meese. Eer, moose. With the most common and sighted coloring being brown, keese do also come in colored forms, showing their elemental affiliations. Yellow keese are electric, orange keese are fiery, and white keese are frosty. These three variants are seen in only one village each - electric in Vhintl, fire in Rudania, and frost in Inariko. Common drops from these foes include their wings and eyes. Curiously, sometimes two eyes will drop from one keese, or so our adventurers may think if they’ve downed two keese in one blow!

Chuchu

Electric, frost, fire, or just… blue, these bulbous pests are found commonly all across Hyrule. Appearing to be made of water, the blue variety of chuchus are the only that have documented sightings in all three villages, while the electric, frost, and fire chuchus all stick to Vhintl, Inariko, and Rudania respectively. These blobs are known to drop jellies upon bursting, but on very rare occasion, the odd marble-like ‘eggs’ have been left behind and ‘hatched’ by villagers.

Moblin

Taller than most gerudos or zoras, moblins lumber over most anyone reading this. Though less adept with tools than their lizal and boko friends, the sheer size of a moblin is threatening enough to inspire fear in even the bravest of fighters. They drop their fangs and horns, which are rather useful in improving the strength of weapons and armor!

Lizalfos

Chameleon-like and with many, many colors to prove it, lizalfos are strong on land and in water with higher speeds than most other monsters. Their ability to blend can partially be attributed to the elemental varieties of lizalfos that dwell in each region (fire spitting and ice breathing lizalfos stay in either Rudania and Inariko according to climate, while the elusive yellow lizalfos with the power to discharge electricity are Vhintl natives) but also due to their actual blending scales. While other colors have been seen, their differences tend to be in how difficult they are to defeat rather than any elemental powers. They often drop their horns, talons, and tails, sometimes dropping weapons such as boomerangs as well!

Wizzrobe

Very rarely seen and even less understood, these humanoid creatures carry rods that harbor their odd magic powers. If one ventures across a wizzrobe in their travels, we urge you to retreat to safety. They’re reported to be incredibly strong, quick-witted, and ruthless.

Like Like

Like Likes are voracious, tube-like creatures notorious for sucking up prey into their wide mouths, and robbing them of their equipment. They are permanently attached to walls and ceilings, and 'see' through vibrations in seeking their prey. Though it seems there may be little to fear from them—make no mistake—that doesn't mean they're unable to reach you should you not move far enough away.

If you are skilled enough to defeat one, you may be rewarded with a Chest…

Horriblin

This monsters make their home Hyrule's cave systems. They have sturdy horns that are perfect for crushing rocks and strong muscles that allow them to traverse cave walls and ceilings as easily as if they were walking on the ground. They often hang from ceilings, waiting for prey.

Evermean

A monster that mimics a tree, found throughout the forests of Hyrule. These imposters are hard to differentiate from the genuine article, making it easy for them to team up and pounce on unsuspecting passersby. Because the species shares characteristics with trees, it can be chopped down in much the same way.

Gibdo

Slow moving, insectoid horrors with a thick outer shell that are impervious to physical attacks. They typically make their nests in graveyards, and some even become flying monstrosities. But, have no fear, they are repelled by light come morning.