Monster Hunter: World - Systems
The systems that structure Monster Hunter: World outside of combat: how quests are posted and ranked, how gear is crafted and upgraded, how the endgame's tempered hunts and decorations work, and how the multiplayer layer connects to them. Monster Hunter's progression is a loop rather than a story, a...
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· updated 2026-09-15
| Name | Type | Description | Source |
|---|---|---|---|
| Assignments and Optional Quests | Quest Structure | Assignments are the campaign's story hunts and the only way to advance the plot and raise the Hunter Rank cap. | Astera quest counter |
| Hunter Rank | Progression | Hunter Rank gates which quests are available and rises through assignment completion and accumulated hunt points. | Raised by completing assignments and hunts |
| Investigations | Quest Variant | Investigations are randomly generated quests created by gathering monster tracks in the field. | Generated from tracks and tempered hunts |
| Tempered Monsters | Endgame System | Tempered monsters are high rank variants marked by a glowing aura, with inflated attack and health and their own threat tiers. | High rank investigations and event quests |
| Armor Skills and Decorations | Build System | Armour pieces carry skill points, and decoration jewels socketed into armour slots add more. | Crafting, melding and decoration drops |
| Charms | Equipment | Charms are the third equipment slot alongside weapon and armour, and they carry a single skill at a fixed level. | Forged at the Astera smithy |
| Weapon Augmentation | Endgame Upgrade | Streamstones from tempered hunts are spent at the smithy to augment a weapon with extra attack, affinity, defense, health regeneration or a decoration slot. | Smithy, requires streamstones |
| Palico Companions | Companion System | Every Hunter is paired with a Palico that fights alongside them, carries a gadget such as the Vigorwasp Spray or Coral Orchestra, and can be geared independently. | Assigned at character creation, geared in Astera |
| SOS Flares | Multiplayer | An SOS flare opens a quest to other players mid-hunt, letting randoms or friends join without pre-forming a lobby. | Available in any quest from the item bar |
| Botanical Research | Resource System | The Botanical Research facility cultivates herbs, mushrooms, honey and bugs in plots, then fertilises them to increase yield. | Astera facility, unlocked early |
| Canteen Meals | Buff System | Eating at the canteen before a hunt grants health, stamina and skill buffs based on the ingredient combination. | Astera canteen |
| Specialized Tools | Equipment | Mantles and boosters are equipped in two dedicated slots and provide timed effects such as the Rocksteady Mantle's stagger immunity or the Health Booster's healing field. | Unlocked through optional quests, equipped at the item box |
| Master Rank | Progression (Iceborne) | Iceborne's rank above high rank. Master Rank monsters get new moves and higher aggression, its gear is the new top of every weapon tree, and the campaign's assignments only unlock through it. | Iceborne expansion, requires the base game |
| Clutch Claw | Combat Mechanic (Iceborne) | A grapple mounted on the slinger that lets a Hunter latch onto a monster and act from its body. | Iceborne expansion, available from the start of Master Rank |
| Guiding Lands Region Levelling | Endgame System (Iceborne) | The Guiding Lands is divided into regions that gain levels as monsters are hunted in them and decay when they are ignored. | Iceborne, unlocked after the Master Rank campaign |
| Seliana Steamworks | Resource System (Iceborne) | A fuel-burning facility in Seliana that turns gathered fuel into consumables, melding items and occasional rare rewards. | Iceborne, Seliana |
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