Monster Hitzones represent the percent value of each damage type that the given body part will take when hit. See the About Weapons section of the Weapons Page for more details on damage calculations.
Part Breaks and Tail Cuts
Some body parts on a monster can be broken or cut by weapons. Part Breaks can usually be achieved with any type of damage, but some monster parts have special requirements, such as Element damage or the monster being below a given Health threshold. Some Part Break requirements are still unknown, but may require that the monster be paralyzed or knocked down.
A monster's tail can only be cut with a cutting weapon, the Bow's melee attacks, or a Boomerang.
Status Tolerance starts at the lowest given value, and increases to the next value each time the monster succumbs to the status effect, up to the given maximum. While Poisoned, further Poison status can be built up, but is limited to the previous status tolerance; so the next Poison proc can happen soonner, but not immediately after the current duration expires. Other statuses can be accumlated while a monster is Paralyzed or Poisoned, but the effect will not proc until the current status ends.
The duration of a given status proc will differ per monster, but does not increase nor decrease with successive procs.
After every hit from a status weapon, status shot, or status-coated arrow, the monster will naturally recover from the status build-up. This recovery happens every few seconds, giving the hunter a chance to continue to build up status. E.G. Poison Recovery 10/5sec indicates that every five seconds, the poison status will be reduced by ten.
Poison damage is also determined per monster. When the Poison is first proc'd, it will deal one increment of damage immediately (this is why Vespoids will often die as soon as they are poisoned.), and successive damage will apply at the given interval until the end of the duration.
Some monster parts can accumulate Knock-Out from Hammer and Hunting Horn attacks. The KO hitzone indicates the percent of KO status that part will take (like with other hitzones.) A monster's KO tolerance will also increase with each KO like other Status Tolerances.
When enraged, certain monsters will receive a buff to their Attack, Defense, and Speed.
- The Attack buff is applied to damage the monster deals.
- The Defense buff modifies damage done to the monster (lower % means less damage.)
- Speed is how fast the monster moves and attacks.
A monster's level will determine which stat modifiers apply to that monster on the quest. Each quest defines its own base monster level, which is then modified based on time of day and season. Day/Night and Season Modifiers depend on the monster. Some monsters prefer day over night, or vice versa, and some have a preferred season.
|Blue Yian Kut-Ku||Normal||Disliked||none|
|Blangonga||Disliked||Normal||Breeding & Winter|
|Kushala Daora (rusted)||Normal||Preferred||Winter|
|Ashen Lao-Shan Lung||Normal||Normal||none|
The Day/Night and Season modifiers can range from -1 to +2 depending on the monster's preferences and an element of chance. First, the appropriate column is chosen based on the monster's preference. Then, the modifier is selected at random based on a given percent chance. See the table below for details. Note that some modifiers have a 0% chance to apply, under some conditions.
|Modifier||Default %||Preferred %||Disliked %|
Quest Level + Day/Night Modifier + Season Modifier = Monster Level
|Level||Health %||Attack %||Defense %|
|Level||Health %||Attack %||Defense %|
Typically, Village quests use the first nine monster levels, while Town quests use the remaining seventeen.
Every monster attack has three components: Attack, Impact, and Knock-out. Attack is the base attack power; Impact is how hard you'll be knocked back, and if you block, how much stamina blocking will consume; Knock-out is how much of the effect will get added, until it reaches 100 and you'll start seeing stars.
Some attacks will have an additional effect, status ailment, or element damage. If an attack deals element damage, it only deals element, no raw damage.
Poison will slowly build up recoverable damage (red on the health bar.) You won't recover any such damage until the poison is cured, and any damage you take will immediately deplete the recoverable damage like normal. Some monsters can deal Strong Poison which will accumulate damage faster than normal.
Paralysis will immobilize you for a short time. A fellow hunter can break the paralysis if they attack you with a move that will send you flying: E.G. the Great Sword upswing or the Lance charge. Unlike other status effects, a monster attack with Paralysis only has a chance to inflict the effect.
Sleep will immobilize you for several seconds, or until you are hit with an attack. Your fellow hunters can break you out of sleep with any attack, including a kick.
Knock-out (KO) will trigger when you've been hit by monster attacks too frequently. Most monster attacks have a KO value that will accumulate when the attack lands. Once the KO value reaches 100, you will be immobilized for a short time. Mash the face buttons and spin the left analog stick to recover more quickly.
Stench will prevent you from using edible items like Potions and Antidotes. Use Deodorant to dispel the effect.
Snowman will sheathe your weapon, and prevent you from attacking or using any items. You can sprint without consuming stamina while this effect is active. Spin in a circle to break out of the snow more quickly.
Silence will prevent you from typing in chat.