Mechanics

Monster Hunter World's systems are usually explained menu by menu, which is why they feel like a pile of unrelated features. They are not. Every one of them sits somewhere in the same loop: things you queue before you leave Astera, things that only work while a hunt is live, things that pay out when you get back, and things that turn that payout into a stat.

So this page follows the loop rather than the menus. What it does not do is print recipe tables, because the recipe data lives with the materials themselves in our items guide.

StageSystemWhat it does for you
Before you leaveBounties and InvestigationsTurn a hunt you were doing anyway into two or three payouts
In the fieldCrafting and mountingMake what you forgot to bring, and create damage windows
In the fieldFishingResearch Points, canteen ingredients and a free whetstone
On returnResearch Points, Armor Spheres, monster partsThe currencies everything else runs on
ConversionUpgrades and skillsTurn parts into damage, defense and sharpness

Stage 1: what you register before you leave

The Resource Centre in Astera is the whole economy in one room, and skipping it is the single most common way to waste a hunt. Two systems live there and they stack with each other.

Bounties are the long-running half. You can hold six at once, they last days or a week rather than a single quest, and their reward is usually Armor Spheres, which is what actually raises your defense at the workshop. There are three kinds: Field Research asks you to gather a specific material and is the fiddliest, Ecology Survey asks you to slay or capture monsters, and Research Progress asks you to complete a number of quests in one region.

Investigations are the short-running half. They come from interacting with the traces monsters leave, so footprints, skidmarks and mucus, each of which also pays research points on discovery. They also come in three kinds: Hunting for one large monster, Slaying for several small ones, and Capture, where you damage a monster and then net it. Unlike ordinary quests they can be failed, usually on a time limit that scales with the monster or a faint limit that is normally three.

The fact that makes both worth registering is that they run at the same time. A registered bounty is always active, so a Great Jagras bounty completes itself while you run a Great Jagras investigation. Keep all six bounty slots full permanently and you get a second payout from hunts you were going to do regardless.

BountiesInvestigations
How many at onceSixAs many as you collect, and you can toggle or delete them
How long they lastDays or a weekOne attempt, with a time and faint limit
Can you fail themNoYes
What they payResearch Points and Armor SpheresExtra monster parts on top of your carves
How you get themRegistered at the Resource CentreFound in the field from tracks, then registered

The right workflow is backwards from how most people play it: go to the workshop first, decide which upgrade you want, then pick the investigation that supplies those materials. Working through investigations in the order you collected them is how you end up with a full list and no gear.

Stage 2: what only works while a hunt is live

The Crafting List is the field menu worth learning, because it shows you everything you can make right now from what is in your pouch. Traps, ammo and coatings, and healing and support items all come out of it, which means the trap you forgot to bring is usually two ingredients away rather than a failed hunt. Consumables such as medicines can also be upgraded while you are walking, which weapons and armor cannot.

Sharpness is a damage multiplier, not a durability bar

This is the most misunderstood number in the game. Sharpness is shown in the top-left corner, it drops as you use a melee weapon, and the colour is a direct multiplier on your damage.

SharpnessDamage multiplier
White1.3x
Green1.1x
Yellow1.0x
Orange0.75x
Red0.5x

White to Red is a 2.6x swing, which is a bigger difference than most weapon upgrades will ever give you, and low sharpness also raises the chance your attacks simply bounce off. Three things raise it: a Whetstone in the field, upgrading the weapon at the Smithy, which raises sharpness as a side effect, and the Sharpness skill, which jumps it a whole level and is the reason a high-damage weapon stuck at Yellow is worth fixing with a skill rather than a new weapon.

Mounting is a damage window you create

Get above and behind a monster and jump-attack it. Most large monsters have several places on the map where the terrain lets you do that, and each monster resists it differently. Once you are on, your stamina drains and the monster will try to slam you into walls, the ground, trees and ledges, so reposition rather than holding on through it. Our mounting guide lists where the mount points are, region by region.

Fishing, which is not the side activity it looks like

You already have a Fishing Rod from the start of the game. Cast with R2 or RT and press circle or B when the reel prompt appears. Three fish are worth knowing about, and only one of them is about money.

Whetfish sharpen a weapon faster than a Whetstone does, they are found almost anywhere with deep water, and glowing blue eyes are the tell that one is coming. Sushifish are the common ones, and taking a Sushifish Scale to the Canteen returns three Rations and two Herbal Medicines for free. Goldenfish are the cash fish at 1,000z each, are not available in the starting areas at all, and are best farmed in a cave pond in the Coral Highlands using Baitbugs.

The reason to bother is the Piscine Researcher in the Ancient Forest, near the Southwest Camp. His quests are usually just "catch this fish", you hand it in at the Resource Center, and each one unlocks a new Canteen ingredient, which is a permanent buff to every hunt afterwards. Our fishing guide covers the spots.

Stage 3: turning the payout into a stat

Upgrading happens in two different places for two different things. Consumables you handle in the field. Weapons and armor need the Smithy in the Forge Area of the central hub, and the screen tells you more than people read: white entries can be built now, grey entries mean you are short of materials, and "???" means you have not yet found the part a recipe needs. Add the grey ones to your wishlist so the game tells you when you have enough, and ignore the question marks.

Two pieces of advice cut against how the upgrade screen encourages you to play. Pick two or three weapons and drive them deep rather than spreading materials thin, because a fully upgraded weapon carries you through the endgame and five half-upgraded ones do not. And remember that downgrading exists: it returns the parts you spent to your inventory, so a weapon path you regret is recoverable rather than sunk.

Skills level by repetition, not by rarity

Armor skills go up when several equipped pieces carry the same skill, which is why mixed sets so often beat matched ones. Three pieces carrying Guard gives you Guard +3. A Charm is the multiplier on top: you can only wear one at a time, and a good one adds up to two levels on its own. Our skills guide covers which are worth stacking.

Jewels are the late-game version of the same idea

Jewels unlock near the end of the main story, arriving alongside 22 new armors, and those armors are where the slots are. A piece can hold up to three, most hold fewer, and High Rank monster armor has better slots than Low Rank. There are around a hundred jewels split into Attack, Defense, Stamina, Preventative and Gathering types, their bonuses stack, and rarity decides how big each boost is.

Getting them is chance rather than choice: Treasure Quests, reward tickets and High Rank hunts. If the roll refuses to land, the Melding Pot converts Melding Points and money into gems directly. Our upgrades guide covers the whole conversion layer, and our decorations guide covers the jewels themselves.

Putting the loop together

A single efficient session looks like this. Check the workshop and pick the upgrade you want. Register the investigation that supplies its parts, and top your six bounties up so at least one of them completes on the same hunt. Go out, keep the Crafting List in mind rather than hoarding, watch the sharpness colour rather than the durability idea of it, and mount when the terrain offers it. Come back, cash the bounties for Armor Spheres, and spend everything on the two or three pieces you actually use.

For where the materials come from, our items guide ranks every source by how reliable it is. For what to build with them, our builds overview and weapons overview are the next stop, and our mega guide covers the game end to end.