Learn about the traditional hunting techniques
of Kamura Village!
Read this and you'll be ready for anything!
I, Minoto, have created a few lovely
picture scrolls to teach you some tricks
of the hunting trade!
Recently became an official hunter.
Still has a lot to learn.
One of the most prominent veterans of the region.
Feared by monsters as the "one-person calamity."
Loves to laze around.
Easily distracted by moving things.
Surprisingly pure and innocent.
Always concocting schemes.
Youngest of 5 siblings.
Hunters are able to swap out their weapon's 3 available action commands with other actions.
These swappable actions are called Switch Skills.
Master Utsushi will teach the hunter Switch Skills when specific requirements are met.
Switch Skills that have been acquired by the hunter can be equipped by accessing the item box, in the village or at camp.
Customize your personal hunting style by utilizing Switch Skills!
You can switch out 3 skills at most.
Apart from the main camp, hunters will be able to set up sub-camps around a locale for easier access during hunts.
Using Wirebugs, hunters can move between camps in the blink of an eye!
Kamura Village is in danger!
During Rampage Quests, hunters must defend the village from the approaching hordes at the Stronghold.
At the Stronghold, hunters will find Installation Platforms where Hunting Installations such as ballistae and cannons can be placed.
Repel monsters to level up the Stronghold, and boost the firepower of your Hunting Installations!
Wyvern Riding Part 2
While Wyvern Riding, running one monster into another will also force that monster into Mountable State, letting you change your ride!
Using the Puppet Spider will also render a monster into Mountable State.
If you find a Puppet Spider out on the field, be sure to pick it up!
While Wyvern Riding, you can run a monster into a wall or an obstacle up to 3 times.
The more you do, the more damage you inflict!
When a monster goes down after being run into a wall or an obstacle, it will be bound to the ground temporarily by the Wirebug.
The monster's movements are heavily limited while bound.
Wyvern Riding Part 1
Monsters enter Mountable State if a certain amount of damage is inflicted through Wirebug jump attacks, Silkbind attacks, fights between monsters, or using specific Endemic Life.
If you attack a monster in Mountable State at close range, you can bind it with Wirebugs and control the monster. This state is called Wyvern Riding.
By riding the Wyvern, you can control the monster and move around the field.
If you ride the monster into a wall or an obstacle while Wyvern Riding, you can inflict damage and also bring the monster down.
You can use the monster to fight with other monsters, and perform unique attacks depending on the monster's characteristics.
Hunters carry bracelets called "Petalaces."
Your hunter is given one by Hinoa at the start of the game, and as you progress, you will receive Petalaces with different abilities from Fugen.
Spiribirds are covered in a special type of pollen that sticks to your Petalace, spreading the scent and endowing you with certain effects, like increased health or attack power.
There are various types of Petalace.
You can switch between types depending on which stats you wish to prioritize (Attack, defense, health, or stamina).
Using a Petalace that grants an increase in health or defense will provide more safety during your hunts, whereas one that is focused on attack strength will let you finish your hunts more quickly.
Choose a Petalace that best suits your own hunting style!
Buddy Part 2
You can drift while dashing with your Palamute.
This is a great way of chasing monsters more efficiently!
You can have your Palamute attack while riding it, unleashing a combo of 3 hits at maximum.
By using a Felvine Bulb, you can temporarily strengthen your Palico's stats. Its health will recover, it will be more proactive in providing support, it will dodge attacks more easily, and its strength will go up.
There are no downsides really!
Buddy Part 1
You can take up to two Buddies with you on a quest, and you can freely decide between any combination of Felynes and Canynes.
Be aware, however, that if you go on a quest with other hunters, each hunter will only be able to bring along one Buddy.
During quests, you can ride your Palamute to navigate the environment more quickly without using up stamina.
You can even use some items, such as potions, while on the go.
Palicoes will support you by healing you or placing traps.
There are several different support types, each of which has their own specialized skills for supporting and attacking.
You can communicate with your buddies by shaking their paws or just goofing around with them.
*Warning: We cannot be held responsible for any injuries suffered due to a cuteness overdose.
Many types of Endemic Life can be found in the field.
Each creature has its own particular ecology, which can be leveraged for a number of different useful effects.
The Spiribird, a Permabuffer, can be recognized by the distinctive color of the pollen on its body.
It is attracted to the fragrance of the hunter's Petalace.
When coming into contact with the hunter's Petalace, it creates its own strong fragrance, boosting the hunter's stats for the remainder of the quest.
The Clothfly is a Temp Buffer, a creature that gives hunters a stat boost for a limited amount of time.
The Clothfly's powder temporarily increases a hunter's defense.
The Stinkmink is a Hunting Helper, a creature that can be captured and carried around in your Helper Cage, from where you can use it as an item.
When the Stinkmink is used, it gives off a particular pheromone that attracts large monsters and draws them away from hunters.
Spiribirds have different effects based on their colors.
Green ones raise your total health, yellow ones increase your stamina, red ones give you an attack boost, and orange ones improve your defense!
There are also super special rainbow-colored ones!
Wirebugs Part 2
Although hunters always travel with two Wirebugs, you can increase this number to a maximum of three for the duration of a quest, by picking up wild Wirebugs in the field.
Note, however, that the wild Wirebug will fly off after a set amount of time.
Hunters can also use Wirebugs to suspend themselves in mid-air.
If you have another Wirebug available in this state, you can use it to change your movement trajectory or to dodge monster attacks.
There are also Great Wirebugs, which reside near Jewel Lilies.
If you find a patch of Jewel Lilies out in the field, you can release a Great Wirebug to inhabit it.
Once it's made itself comfortable, the Great Wirebug can fling you high up into the air to help you get to out-of-reach places.
If you get knocked back when taking damage, you can use a Wirebug to regain your footing and avoid any follow-up attacks.
Wirebugs Part 1
In Kamura village, hunters utilize Wirebugs for performing special hunting techniques.
This allows them to greatly alter their movements and attacks.
Each hunter always carries two Wirebugs with them.
There is a cooldown period each time you use one, and once the gauge fully recovers (meaning the Wirebug has returned to the hunter), it can be used again.
Wirebugs secrete a flexible but tough silken string from their abdomen.
Hunters can use this string to travel freely and openly throughout their environment.
You can launch yourself forward, diagonally upward, or in a targeted direction.
The strings from the Wirebug can also be used for so-called "Silkbind attacks."
Each weapon has its own unique array of Silkbind attacks, with some using one Wirebug, and others requiring two.