We absolutely love Monster Hunter World. The newest game in the long-running series is incredibly approachable yet still incredibly deep. Despite improvements that aim to bring new players to the game, it can still be pretty intimidating when first starting out so we collected all you need to know info that will make your life much easier.
Astera is your main hub in Monster Hunter: World. It's a place you'll almost always return to once you finish exploring monster filled zones. It's here you'll pick up story and side quests, partake in hunts, gather a party, shop for various items, do research, have stat boosting meals and most importantly – craft gear for when you go out into the field.
10. CAMPSITES, SUPPLY BOXES AND SCOUTFLIES
Campsites are your small little rest areas available in each zone. It's a place where you'll be safe from monsters, can restock items, change up your equipment, have a meal or drop off collected items in the supply box so you don't hog your inventory. One is unlocked by default when you first get to a zone and others must be found in order to become available for use.
Once you decide to set off on a hunt, find a monster track and interact with it in order to activate your scoutflies. They will then guide you to the next track like a breadcrumb trail until they lead you to the monster. They change color when you are near a monster to either red for regular monsters or blue for elder dragons.
9. ARMOR, WEAPONS, AND CRAFTING
In Monster Hunter World, your progression is tied to your gear. There is no leveling up, no manual adding of stat points or getting skill with skill points. You craft armor and weapons by collecting materials from monsters you slay and each armor piece boosts certain stats and gives you passive, toggleable or set bonuses. Weapons upgrades will be unlocked as you progress through the story and each weapon has different upgrade trees depending on which type of status damage you aim to inflict.
8. STATUS and ELEMENTAL DAMAGE
Status effects are special buffs or ailments that both the hunter and monsters can receive from attacks, skills or environments. These come in the form of the hunter or the monster being paralyzed, falling asleep, being poisoned or have some buffs to health, affinity, evasion and many more.
Elemental damage, on the other hand, is at the core of each Monster Hunter World's hunt. Each monster has a certain type of elemental strength and weakness and it is imperative that you plan ahead and craft and equip a weapon who's elemental damage is strong against your prey. These come in the form of fire, water, thunder, dragon and ice elements.
7. CHARMS, DECORATIONS, AND MANTLES
Charms, decorations, and mantles are supplemental items you can equip in order to boost your stats and gain useful skills.
Charms are equipped in a separate slot and are unlocked during story mode along with the Research base in the Coral Highlands. They are crafted from monsters and environmental materials and provide a multitude of stat boosting effects for your skills.
Decorations also boost your stats and can be obtained by completing high-rank quests or by using the melding pot. They fall into different categories, from C, B, A, and S with C being the most common and S being the rarest. They are further divided into levels that dictate how much you can fit into your equipment.
Mantles are special cloaks that you can equip to gain special stats and buffs for your character. They are unlocked by completing certain quests, challenges and deliveries.
The example of the effects they provide is lowering the monsters sight, reducing damage from certain elements, increase in airtime, easier monster mounting and many more.
Monster Hunter: World has 6 types of quests along with the freeform expeditions where you can freely roam the zones to pursue whichever monster or activity you want. Most of them can be started from Astera and these come in the form of "assigned" and "special assignments" which are essentially quests that progress the story and can't be repeated. "Optional" are the quests through which you assist certain NPC's found around Astera.
"Investigations" are assigned to you as soon as you pick up on a monster trail or pick up its part and you can repeat this each a few times in order to gather more information about a given monster. "Event" quests are quests that rotate on a weekly basis and you can only take part in these for a limited time. The last type of quests are the "arena" quests which are essentially time-attack arcadey battles or hunts that will rank you success. Most of quests will award you with upgrade orbs, valuable materials, money and much more.
5. The slinger
Slinger is a very important tool for every hunter that's actually often underused. Its use can make your life much easier during hunts as you can craft a wide variety of different ammo types for it that affect monsters in different ways. From stones that merely attract monsters attention, dung pods that causes monsters to flee, stunning, staggering and damaging monsters and even drawing them out of hiding. Keep in mind that the carrying capacity for each ammo type is different with the usual case being that you can carry less of the more useful ammo.
4. LUCKY VOUCHERS
Lucky vouchers are your daily login bonus. They can be used when starting a quest and will award you with bonus rewards upon its successful completion. They will double the amount of money you get after a quest as well. Keep in mind that lucky vouchers are not shared among party members and are consumed as soon as you post the quest, even if you cancel it during matchmaking. Another thing is the fact that you can have only 5 lucky vouchers so its advisable to use these as soon as you get them as to not let your log in bonus go to waste.
3. MATERIAL CARVING & the melding pot
Carvings are the main type of material used for crafting weapons and armor. They are gained by carving severed monster parts or their bodies once they are killed. Carvings from dead monsters are not awarded automatically so keep that in mind when you run a quest that upon completion sends you back to the hub after a timer runs out. Carvings have a % chance to drop based on their rarity and some will have you running multiple hunts for the same monster in order to get them.
The melding pot can be found in the central area in Astera and is unlocked once you get to the Rotten Vale zone. What the melding pot does is essentially use some items as fuel to create other, better items. Using it involves spending research and melding points. The second variety is gained by melting the items into fuel. The melding pot is best used for crafting monster parts that you miss for creating that one armor piece and really don't want to go for another hour long hunt for a slight chance to obtain it.
Palicoes are cat-like combat companions you get in MH: World. You'll get your palico and can customize him during character creation. They will level up as you take them on hunts with you and have their own crafting tree for weapons and armor which are also made from monster materials. They can be customized according to which role you want them to serve in combat. They can serve an attacking role, divert attention from you, heal and buff you, steal items and materials from large monsters and even convince some NPC's to help you during a hunt. What they will always do is collect materials for you, making your Palico your most valuable ally.
1. MONSTERS, KILLING VS CAPTURING
While Monster Hunter World features an extremely diverse wildlife in both terms of flora and fauna, the absolute stars of the show are the large monsters. There is around 30 of them and exploring, researching and killing or capturing them is the main objective of the game most of the time. Each has their own set of unique movements, diets, attacks, strengths, and weaknesses. Knowledge of these aspects of each beast means the difference between victory or loss.
Killing or capturing them produces valuable materials that you use for most of your crafting and there are pros and cons to each. First off, killing monsters can take significantly longer than capturing them and takes less preparation in the form of healing items and the weapon with the right elemental affinity that the monster is weak to. Capturing, on the other hand, can be done faster, produces more materials but you need to prepare better with specialized items, like traps and tranquilizers. Keep this in mind when you set out on your next hunt.