Hunter's Bible (Advanced Edition)

The Hunter's Bible - ADVANCED EDITION

Contents

[edit] Foreword

The Hunter’s Bible is essentially a series of guidebooks written by Machienzo, to inform hunters of the lifestyle of a hunter, in order to better prepare them for the world of gathering, fighting and hunting. This is the Advanced Edition of the Hunter’s Bible. This Edition will cover the complicated aspects of hunting, including more efficient hunting of monsters through skills, weapons and armour. Recommended for Intermediate Hunters.

[edit] Preparation

[edit] Felyne Chefs

Once you start to get into the taken quests, you’ll need to start to understand how to utilise your Felyne Chefs. There’s an old woman just outside your house with Felynes on her pack. She is an agent for Felyne Chefs and Comrades. Focusing on Chefs for now, you’ll be able to hire your first Chef from her for no cost. The important thing to keep in mind about Chefs are how they can give you a tactical advantage on a quest. By entering your kitchen and ordering food, you are given a choice of different ingredients to be able to put together for a meal. You may only put in 2 choices. The effects of that meal, positive or negative, are determined by what ingredients you choose to incorporate in that meal. Ingredients are divided into different categories:

  • Bran
  • Fish
  • Fruit
  • Meat
  • Milk
  • Vegetable

Knowing what effects your meal will give you can help prepare you for the quest ahead. To know which combinations of ingredients are best, consult a Felyne Chef Cooking Guide.

[edit] Combination Items

Combination Items are items which can be combined with other items to create another item. The end result of these combinations are usually strong and rare items created from relatively useless or common tools. It is important, in the village as well as in the field to know what can be made from what items. Having simple knowledge of basic combinations such as Herbs and Blue Mushrooms can significantly aid you in the midst of battle where your items may be running low. What’s more important is to understand what items can be gathered from what areas, and whether or not they can be combined together. For example, the Forest and Hills is a perfect place to procure Herbs and Blue Mushrooms, which can be combined to create Potions. Through quick-thinking, this can mean survival in an extremely dangerous situation where you are running low on recovery items.

Keep in mind that even the results of combinations can still be combined with other items to create even more powerful items. These are called “Progressive Combination Items”. A good example of this is the Potion. A potion; the end result of Herbs and Blue Mushrooms, can also be combined with Honey to create a Mega Potion. Having sufficient knowledge of Progressive Combination Items is one of the greatest tools of a hunter. Being able to utilise this knowledge in critical situations can provide amazing support during your quest, and ultimately turn the tide of the entire hunt.

[edit] Environments

There are many different environments for you to take to in your endeavour to become a great hunter. With each environment, there are different environmental effects. Put simply, there are two different climates, hot and cold. A hot climate means your health slowly drains away, creating a lot of risk when fighting a strong attacking monster. A cold climate means that your Stamina is prone to depleting a lot faster than usual. It is important to remember that ways of combating these harsh climates can be done through Hot and Cold drinks. Hot drinks counter Cold Climates, and vice versa. It is important to know which areas have what climates, and whether or not it’s appropriate to stock up on certain drinks. This can lead to less worrying on the battlefield.

Another important note to remember is that certain armour skills can help negate the effects of hot and cold climates. Armour with Cold Elimination, such as the Mafumofu Set are great for using in areas such as the Snowy Mountains, where there is frequent snow and blizzards. Armour with Heat Cancel, such as the Cephalos Set is perfect for areas such as the Desert and Volcano, places which are sweltering hot. While there are armour sets which can help fight against climates, there are also items which increase their hindering effects. Armours with the skills Cold Increase and Heat Increase make you a lot more susceptible to the negative effects of the heat and coldness. It is important to know what amour you are using at the time you are entering a quest in certain areas, and whether or not you are prepared to take the risks which you will most likely face as a result of that.

[edit] Traps

Traps are tools which can be used to incapacitate a monster, making them easier to hit and leaving themselves open to critical attacks, which allows you to deal massive damage to them. There are two different types of traps, the Pitfall Trap and the Shock Trap. Traps are essential for capturing monsters (more on that later), and can provide an excellent opening for attack. Which trap is more appropriate depends on what level your quest takes you and what monster you are facing. Certain traps are also known to be ineffective against certain monsters. For example, the Shock Trap is known not to affect the Gypceros because of its rubbery hide (see Monster References). The Pitfall Trap is also seen to occasionally fail on the Yian Garuga, because of the Wyvern’s skill and cunningness to be able to avoid it.

Consideration must also be taken into which area you are venturing before using a trap. In certain areas, different traps cannot be used at all. For example, the Pitfall Trap cannot be used on most areas within the Swamp, such as in the caves. This means that carrying a Shock Trap is more appropriate for these situations, but that is not to say that the Pitfall is completely redundant within the Swamp, it just means that it’s use of more limited.

[edit] Field

[edit] Tracking

Tracking a monster is a useful skill to utilise in the field, but knowing how to do so is a feat within itself. There are a couple of different ways, all with their own perks. While the item “Psychoserum” can be used by any hunter as a quick-fix drink, the effects of it are short-lived and limited to only 3 bottles. There is also the choice of utilising the “Balloon”. The Balloon is, literally balloon operated by Felynes you can find in any area as long as you look in the right places. Just look towards the skies at any time and you may spot this balloon in the distance. In order to use that balloon to locate your monster, simply face towards it and wave at it. Yes, wave at it with your “gestures”. The balloon will send you back the details of the monster you are hunting to your map. Be aware though that this method is good for one use only in the field, and lasts for as long as you wave. Also note that the Felyne Balloon cannot be expected to be everywhere at every time. Where they are is usually random, but they do have the tendency to be in more places than one. Finally, one of the more appropriate methods of tracking is the “Autotracker” skill. This skill gives your radar real-time information on where you monster is, for the entire quest, as long as your armour has that skill. What’s more, this skill also can help identify what type of monster it is, if it is flying or not and its current status, that status being whether it is acting normal, has spotted you or has died.

Keep in mind that these are just some of the ways to track your monster initially. The paintball is another common method of tracking, marking the monster on your map after you’ve thrown it at them. This marker lasts for a few minutes at a time. It is because of this that is still considered a tracking device, but useless for tracking the monster initially as the above methods are used for.

[edit] Monsters

This section lists the different types of monsters you’ll encounter in the field, separated into three key categories which ultimately define the monster’s threat to hunters.

[edit] Minor

Minor monsters are those which are of little to know threat to hunters. These are monsters that attack only when threatened, or otherwise flee. This mostly refers only to herbivores, which are common sources of nutritional meat.

[edit] Subordinates

Subordinates are generally monsters who can prove a threat to some low-level and weak hunters in the field, especially amidst combat against an exceptionally strong monster. These can include the “Prey” Bird Wyverns, Carapaceons, Lynians, Neopterons, Pelagus’ and Piscines.

[edit] Main

Main monsters are simply, monsters that do not fall in the Minor and Subordinate categories and is usually the main focus of hunting quests. These monsters are generally a challenge to defeat, and yield rare carvings when killed. Their strength increases as quests become higher in level, and as such will always remain a challenge for a progressing and even veteran hunter. This category includes mostly every species, with the exception of herbivores.

[edit] Monster Elements

It’s very important to keep in mind that each monster has their own elemental weakness. With that, each monster has their own elemental strength. While this is not apparent at first, it can be figured out a little by simply observing the monster’s attacks and generally appearance. For example, the Rathalos no-doubt has an elemental strength against Fire. This means that weapons that have an elemental attack of Fire are generally weaker against him. Khezu on the other hand, has an elemental strength to Thunder. This is quite apparent due to its known electrical attacks. However, Khezu has an elemental weakness to Fire. In other words, weapons with an elemental attack of Fire actually deal greater damage to Khezu.

Now raises the question, how do you know for certain which monster has which strength and which weakness? It’s quite simple, although it does mean at first that you will have to kill one of these monsters prior in order to gain the necessary materials to research up on the monster. Having a look at specific armour which can be made from parts of your researching monster, take note at where damage resistance is. Elements which a negative damage resistance mean that the monster which the armour set is based off, has that specific weakness to that element. The same however goes for strengths and positive numbers. An element which a positive number means that the monster has a strength against that element. Any elements listed as 0 mean that there is really no different at all to the power of that element against the monster. Keep in mind also that the higher (for strengths) or lower (for weaknesses) show how stronger or weaker the monster is against that element.

[edit] Recovery Items in the Field

Within the middle of a battle, you may find yourself constantly under threat of annihilation. It is because of this that it become second-nature to stockpile on important first-aid, potions and general healing items. However, it is usually a giant risk when using these in the middle of a hunt while spotted by a monster. You tend to take a few seconds to heal, and this can leave you very open to attack. It’s because of this that healing always requires one to think tactically.

First off, what are the chances of being hit during the this time? Do I stand to lose more than I gain? And is this really the best choice for me? When facing a critical situation where you are mere seconds away from death, common sense needs to be first used if you want to survive. You really shouldn’t just blindly use your item at the first sense of danger, as you could end up in even more trouble than before. You need to understand the monster your facing. Observe it’s attacking patterns, and try to discover any long drawn attacks. At times like these, it is best to keep your distance from the attack and heal at the first sign of it. This means that while the monster is attacking (and missing), you can still completely heal yourself and still have time to dodge and attacking following.

Another method which basically applies to every situation is to keep your distance. Apart from giving enough space to dodge attacks, this also helps ensure your survival when at very low levels of health. Make sure that when you heal yourself, you are confident with the amount of distance between yourself and your target. Keep in mind however that certain monsters can always use their ‘charging’ attack, which can greatly hinder your efforts.

Lastly, one of the more effective methods available is really the most simple one of them all. Flee the area. Although you stand to lose sight of your target, it’s really in everyone’s best interest to get the hell out of there. Not only can you safely and securely heal up, but you give your monster a chance to ‘cool-off’ so to speak, and this is perfect for any situation especially if they’re in ‘Rage Mode’. There is however risks involved depending on where you are and what the situation is like before you start to flee. Things can spell trouble in traversing to the next area if you find yourself clinging to life barely and stuck in the very centre of the field. It’s because of this that if you do find yourself facing inevitable defeat, stick close to the exit pathways of the field, so you may easily escape if the need arises.

[edit] Using Traps

As mentioned earlier, there are two different types of traps. They are Pitfall and Shock Traps. Pitfall traps are used to capture monsters and Shock traps are used to incapacitate monsters. It is important that these traps are always used appropriately, as there is only a very limited amount you can carry at one time.

Traps can be made by combining the ‘Trap Tool’ with either a Net or a Geprey Fang. Combining with a Net obviously makes a Pitfall Trap, while the Genprey Fang makes a Shock Trap. Nets can be made from combining Ivy with Spiderwebs. Genprey fangs play an important role in the making of Shock traps, as the Genprey has certain paralysis abilities.

Using a trap in the middle of a battle is much like using any item, you will stop in your tracks to consume that item, leaving yourself open to critical attacks. When using traps, you need to be aware of whether or not your specific monster will response appropriately to that trap. It is also important to remember that on specific monsters, traps aren’t always guaranteed to be successful. With monsters such as the Yian Garuga, they can manage to avoid the Pitfall Trap, wasting your time and effort. If however the monster is weak and limping, then the trap used is guaranteed to work every time. Why? This is because of the monsters weakened strength and inability to find the energy to escape or avoid the trap, but more so that traps are heavily relied upon to capture monsters. Capturing a monster is a useful skill as a hunter, as more the rewards yield much more rarer items than usual. To capture a monster, a Pitfall Trap is a must. Shock traps, as stated earlier, can only incapacitate the monster, not capture it. You’ll also need at least 2 Tranq Bomb (Blademaster) or otherwise have at least 2 Tranq Shots (Gunner). The prerequisites for capturing a monster are these items, and that the monster MUST be at low health. This can be indicated by the monster limping. The monster is to be then captured in the Pitfall Trap, and either the two Tranq Bombs or two Tranq S shots must make contact with it. It should fall to sleep afterwards, and the monster is then captured.

[edit] Escaping

Escaping may be perceived as cowardly, but when you are battling an immensely powerful foe, it is critical to your survival as a hunter. However, when fleeing, even a strategy must be used in order to ensure your escape does not go unrewarded. First, you need to be aware of your immediate surroundings, and make sure that you are not fleeing towards a dead end. Secondly, make sure that you flee to the closest pathway in reach. Do not take the unnecessary time of traversing the entire area, as this can give your enemy enough time to line up one swift attack, which may lead to your defeat.

Although running from one area to another may seems like the only way of escaping, there can be items to aid your getaway too. The Farcaster is an extremely effective device which allows you to instantly transport back to base camp. There are however important things to consider before using this device. Keeping in mind that this does take you all the way back to the Base Camp, this may not be in your best interest, what with having to return back to the monster and wasting precious minutes of your quest. However, this provides a tactically sound advantage if you do happen to find yourself low on health and with low medical supplies, as the Blue Supply Box can be used to restock on items (if there are any left), and the Beds can be used to completely heal yourself. It is also important to remember that from the time the Farcaster is used, there is a split second where you are most vulnerable to attack, before being transported away. Make sure that you are unable to be reached before you used this tool, otherwise you may end up just wasting this precious resource.

[edit] Weapons

[edit] Sharpness

Applying only to Blademasters, Sharpness is a key component in hunting monsters. Each monster is especially resilient to certain sharpness, as the duller you blade may be, the hard it will be to hack through your monsters skin. For example, cutting through a Basarios is in fact akin to cutting through solid rock, so it would make sense for your blade to be as sharp as possible, in order to cut through the rock and reach the internal organs. If your blade is not sharp enough to cut through a monster, you will most likely bounce off the impact.

Blades are also known to wear away with use. Keep in mind that Whetstones (and Mini Whetstones) are provided by the guild in order to aid in the sharpness of your weapon in combat. Using a Whetstone should help improve your weapons sharp edge, and allow you to cut through tough surfaces if your weapon has manage to fade with use.

The overall sharpness of a weapon is also determined by different colours. The most basic sharpness is indicated by a Red Meter. This means that your weapon will practically bounce of anything, and severely decrease your overall attacking power. Yellow sharpness, while able to cut through most low level foes, is still slightly weaker than usual, and will most likely see your weapon bounce off most main monsters. Green sharpness is the average level of sharpness, found on most weapons. It can cut through a reasonable amount of surfaces, but keep in mind that it is still not hard enough to cut through particularly tough surfaces such as rocks.

Further from Green sharpness are Blue, White and Purple. Each is particularly stronger than the last and all provide increase attacking power, all accompanied by the assurance that they will cut through practically any surface.

[edit] Attributes

As stated earlier, monsters have weaknesses to certain elements, and weapons have certain elemental abilities to exploit this. Although elemental damage is not as strong to simple raw damage, when used against a monster specifically weak to that element, the weapon suddenly becomes a key tool in easily dispatching that foe. It is however very important to keep in mind that the elemental attributes of ‘Poison’, ‘Paralysis’ and ‘Sleep’ do not affect the overall power of the weapon or provide an increased attack power against certain monsters, but merely inflict the monster with their respective status ailment. Poison, obviously poisons the monster and make their health decrease over time, Paralysis, much like the Shock Trap will temporarily paralyse the monster, leaving them open to attack. Sleep will put the monster into a deep sleep, pausing combat and allowing you to either attack it freely or plan your next move. A good tip to know is that your attack on a sleeping monster will do more damage than usual, so make sure that that attack is a particularly powerful attack in order to capitalise on this moment.

[edit] Status

[edit] Felyne Whim Skills

Felyne Chefs are not good just for making meals, but can also provide you with extremely useful skills, called Felyne Whim Skills. These attributes can range from gathering faster to throwing bombs further. Whim Skills are activated from cooking a meal in your Felyne Kitchen, and are determined by the three set Felyne Whim Skills assigned to each Felyne Chef. Take note of each chef and which abilities can possibly be activated. It is also good to remember that sometimes, if you’re lucky, more than one Felyne can activate one of their skills. You will notice this when your Felyne suddenly glows red, an explanation mark appears over their head and their cooking become much faster. Although randomly activated, these skill are a helpful addition to the battlefield. Just remember however to choose your quests wisely so that these precious skills do not go to waste.

Last edited by Machienzo on 13 April 2010 at 23:23
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