Status/Ailments
A Hunter's status screens contain the following information:
- Name: Online display name of the Hunter
- Weapon: Currently [[equipped weapon|equipment]]
- Zenny: The amount of money the Hunter possesses
- HR: Hunter Rank
- Health: The amount of health the Hunter has
- Stamina: The amount of stamina the Hunter has
- Attack: Attack power of the weapon
- Element: [[Elemental|damage#elemental]]/[[Status attribute|damage#status-attack]] of the weapon (if any)
- Defense: Defense value of the Hunter
- Elemental Resistance: Elemental resistance of the hunter
- Food Skill: Additional bonuses from [[meals|meals]]
Status Effects refer to both the beneficial buffs or detrimental ailments that can be applied onto the Hunter. Monsters can also suffer from Status Effects.
- Health
- Stamina
- Attack
- Defense
- Elemental Resistance
- Beneficial Status Effect
- Beneficial Status Effect: Hunting Horn
- Detrimental Status Effect
Health
[[images/hunter_status_bar)
The Hunter has 100 health and 100 stamina to start with. Both health and stamina can be increased to a cap of 150 with skills, food skills, hunting horn melodies, and items.
When hit, green health is depleted and a small amount of red health is left behind. Red health is temporary damage and will become green health naturally.
[[images/hunter_health_bar)
Health can be recovered by resting in the camp or consuming healing items. If the Hunter's health reaches 0, the player faints and [[carts|quest#carting]].
Stamina
Stamina is consumed when the player runs, roll, climb, or uses certain actions while wielding a specific weapons. Stamina recovers naturally when it is not being used.
[[images/hunter_stamina)
Weapon | Action | Amount (Est.) | Type |
---|---|---|---|
All | Run | S | Continuous |
All | Panic Run | M | Continuous |
All | Rolling/Steps | S | One-time |
Great Sword | Blocked an attack | S-M | One-time |
Hammer | Charging | S | Continuous |
Sword & Shield | Blocked an attack | S-M | One-time |
Dual Blade | Demon mode | S | Continuous |
Lance | Blocked an attack | S | One-time |
Lance | Power Guard | M | Continuous |
Lance | Dash Attack | S | Continuous |
Gunlance | Block an attack | S | One-time |
Charge Blade | Block an attack | S-M | One-time |
Insect Glaive | Vaulting | S | One-time |
Insect Glaive | Mid-Air Evade | M | One-time |
Bow | Charging an attack | S | Continuous |
Bow | Charging Sidestep | S | One-time |
Bow | Power Shot | M | One-time |
During a quest, the maximum amount of stamina available to the Hunter will decrease after a fixed duration. Consuming a Well-done Steak will both recover stamina and increase the maximum amount of stamina the Hunter has, up to the stamina cap (150).
Attack
The attack attribute influences how much damage the player can do. Attack is determined by factors such as the equipped weapon and skills.
Display Multiplier
The attack value displayed in a Hunter's status screen is actually an inflated value that helps indicate the average damage per Be hit the weapon can deal.
In reality, all weapons have a true value (commonly referred to as "True Raw" and "True Element) and a displayed value ("Display Raw" and "Display Element"). The displayed value is calculated by taking the weapon's true values and multiplying it by a specific Display Multiplier. For example, if the Bow has a true raw of 100, and a display multiplier of 1.2, then its display raw (the value in the status screen) is 120.
All weapons of the same type share the same display multiplier. In general, slower weapons have a larger display multiplier, and thus show higher display raw/element values in the status screen, while faster weapons have a smaller display multiplier.
Weapon | Multiplier | Weapon | Multiplier |
---|---|---|---|
Great Sword | 4.8 | Gunlance | 2.3 |
Long Sword | 3.3 | Switch Axe | 3.5 |
Sword and Shield | 1.4 | Charge Blade | 3.6 |
Dual Blades | 1.4 | Insect Glaive | 3.1 |
Hammer | 5.2 | Light Bowgun | 1.3 |
Hunting Horn | 4.2 | Heavy Bowgun | 1.5 |
Lance | 2.3 | Bow | 1.2 |
Changes in Attack
Effects in the same group do not stack
Group | Condition | Changes | Duration |
---|---|---|---|
1 | Attack Skill | Active until unequipped | |
2 | Powercharm | Active until removed from inventory | |
3 | Powertalon | Active until removed from inventory | |
4 | DemonDrug | Active until the player carts or the quest ends | |
4 | Mega DemonDrug | Active until the player carts or the quest ends | |
5 | Might Seed | Fixed duration | |
15 | Hunting Horn: Attack Up (S) | Fixed duration | |
15 | Hunting Horn: Attack Up (S) Stack | Fixed duration | |
15 | Hunting Horn: Attack Up (L) | Fixed duration | |
15 | Hunting Horn: Attack Up (L) Stack | Fixed duration | |
16 | Insect Glaive: Red+White+Orange buff | Fixed duration | |
16 | Insect Glaive: Red+White buff | Fixed duration |
Defense
Defense reduces the damage players take when they are hit. The defense value is determined by equipped armor and skills. Some weapons may also provide bonus Defense.
Changes in Defense
Effects in the same group doesn't stack
Group | Condition | Changes | Duration |
---|---|---|---|
1 | Defense Skill (need link) | Active until unequipped | |
2 | Armorcharm | Active until removed from inventory | |
3 | Armortalon | Active until removed from inventory | |
4 | Armorskin | Active until the player carts or the quest ends | |
4 | Mega Armorskin | Active until the player carts or the quest ends | |
5 | Adamant Seed | Fixed duration | |
15 | Hunting Horn: Defense Up (S) | Fixed duration | |
15 | Hunting Horn: Defense Up (S) Stack | Fixed duration | |
15 | Hunting Horn: Defense Up (L) | Fixed duration | |
15 | Hunting Horn: Defense Up (L) Stack | Fixed duration | |
16 | Insect Glaive: Red+WBe hite+Orange buff | Fixed duration | |
16 | Insect Glaive: WBe hite+Orange buff | Fixed duration | |
17 | Status Effect: Defense Down (S) | Fixed duration | |
17 | Status Effect: Defense Down (L) | Fixed duration |
Elemental Resistance
Some monster attacks have elemental damage components to them, and Elemental Resistance reduces the damage these attacks do on top of the damage reduction from Defense.
Additionally, these attacks may inflict elemental ailments referred to as Elemental Blights. Blights have detrimental, but temporary effects on the player. These effects can be reduced by Elemental Resistance, and having high Elemental Resistance can completely nullify an Elemental Blight.
Icon | Blight | Duration | Effect |
---|---|---|---|
Fireblight (Small) | Short | Slowly depletes health and denies natural health recovery. | |
Fireblight (Large) | Short | Depletes health and denies natural health recovery. | |
Waterblight (Small) | Medium | Marginally slows stamina recovery | |
Waterblight (Large) | Medium | Slows stamina recovery | |
Thunderblight (Small) | Medium | Internal stun value decreases slower. Makes the player easier to stun | |
Thunderblight (Large) | Medium | Internal stun value decreases much slower. Makes the player easier to stun | |
Iceblight (Small) | Medium | Stamina consumption is increased | |
Iceblight (Large) | Medium | Stamina consumption is greatly increased | |
Dragonblight (Small) | Medium | The elemental/status attributes of the player's attacks are nullified for a short time. | |
Dragonblight (Large) | Long | The elemental/status attributes of the player's attacks are nullified for a long time. |
Icon | Blight | Remedy |
---|---|---|
Fireblight Small/Large | Naturally disappears after some time. Consume a Nulberry. Roll a few times. Roll once in water | |
Waterblight Small/Large | Naturally disappears after some time. Consume a Nulberry. Roll a few times. | |
Thunderblight Small/Large | Naturally disappears after some time. Consume a Nulberry. Roll a few times. | |
Iceblight Small/Large | Naturally disappears after some time. Consume a Nulberry. Roll a few times. | |
Dragonblight Small/Large | Naturally disappears after some time. Consume a Nulberry. Roll a few times. |
Beneficial Status Effects
Icon | Effect | Source |
---|---|---|
Attack Up | ||
Blademaster weapons are less likely to bounce. Gunner weapons deal more damage at Critical Distance |
||
Defense Up | ||
Health will not be affected by a hot environment. | ||
Stamina will not be affected by a cold environment. | ||
Red health will recover faster |
Beneficial Status Effects: Hunting Horn
Icon | Effect | |
---|---|---|
Movement Speed Up | ||
Health Boost | ||
Divine Protection | ||
Hearing Protection | ||
Negate Stun | ||
Negate Paralysis | ||
Tremor Resistance | ||
Elemental Attack Boost | ||
Status Attack Boost | ||
Wind Pressure Negated | ||
Affinity Boost | ||
Fire Resistance Boost | ||
Water Resistance Boost | ||
Thunder Resistance Boost | ||
Ice Resistance Boost | ||
Dragon Resistance Boost | ||
Blight Negated | ||
Snow/Mud Negated | ||
Elemental Resistance Boost | ||
Abnormal Status Negated |
Detrimental Status Effects
Icon | Name | Effect |
---|---|---|
Poison | Drains green health, leaving behind red health | |
Deadly Poison | Drains green health faster, leaving behind red health | |
Paralysis | Renders the player immobile for a few seconds | |
Sleep | The player will get drowsy before falling asleep | |
Stun | Getting hit in quick succession will cause the player to be stunned and immobilized | |
Snowman | Disables weapon and item usage | |
Muddy | Disable weapon and item usage | |
Soiled | The player cannot use any edible items | |
Defense Down (S) | Lowers the player's defense | |
Defense Down (L) | Significantly lowers the player's defense | |
Blastblight | Causes an explosion if left unattended or when the player is struck | |
Bleeding | Lose health when the player moves | |
Effluvial Buildup | Limits the player's maximum health. |
Curing Detrimental Status Effects
Icon | Name | Prevention | Remedy |
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Poison |
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Deadly Poison |
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Paralysis |
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Sleep |
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Stun |
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Snowman |
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Muddy |
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Stench |
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Defense Down (S) | - |
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Defense Down (L) | - |
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Blastblight |
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Bleeding |
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Effluvial Buildup | - |
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