Items and Crafting#

Items and Crafting

Items are your second life in a hunt. In this game you can restock and craft on the go while riding your Seikret, so item management pressure is noticeably lower than in previous entries — but the preparation logic for core consumables is unchanged: stock up before the quest, use them on rhythm during it. This page organizes each official item category by purpose and acquisition direction, covering mechanics and tactics only, without inventing effect numbers.

Hunting Items: Control, Positioning, and Capturing#

What hunting items share is that they directly change monster behavior: they either buy you positioning windows, interrupt a monster’s rhythm, or end the fight in less time.

Item What problem it solves
Flash Bomb Blinds flying and highly mobile monsters, creating stagger windows and repositioning openings; the effect diminishes with repeated use, so saving it for key moments pays off more
Pitfall Trap Sinks a monster into the ground and immobilizes it — both a capture tool and a fixed window for burst damage
Shock Trap Paralyzes a monster in place; like the Pitfall Trap it serves as both control and a capture tool
Tranq Bomb The final throw for a capture check, and it must be paired with a trap
Smoke Bomb Makes the target flinch and redirect its attention when it hits; use it to peel tangled monsters apart in multiplayer brawls

Acquisition direction: the base materials for this category (Flashbugs, Trap Tools, and so on) can be restocked at gathering points across every region, and some finished items can be bought directly — just load up against your target monster before heading out.

The full capture flow: beat the monster into near death (limping, or a skull icon appears on the mini-map), place a trap, then throw a Tranq Bomb to complete the capture. Captures yield more carve materials than slaying and shorten quest time; only hold back when the quest explicitly demands a slay. Two restrictions to remember: Elder Dragons are immune to traps, and reusing the same trap on the same target also diminishes the effect. Arch-tempered forms (often nicknamed “AT kings” by the community) cannot be captured — prepare a slaying plan instead; for their difficulty and rotation see the endgame system.

Support Items: Recovery, Buffs, and Frenzy Care#

Item Use
Potion / Mega Potion Your main healing items; the Mega Potion is stronger
Max Potion / Wide-Range Max Potion Large heals; the Wide-Range version shares the recovery with teammates — a must for team quests
Dash Juice Halves stamina consumption; carry it first for stamina-hungry weapons like Dual Blades and Bow
Demon Powder / Armor Powder Short-duration attack and defense buffs, shared among the team in group quests
Rations Portable food that restores health and stamina anytime — your fallback when you miss a meal
Warding Fruit A dedicated item against the Frenzy; it lowers the infection gauge

Rations are for emergencies only; proper meal buffs still come from camps and the canteen — for ingredient and buff pairing see Meals and Ingredients.

The Frenzy is the direct threat of this game’s Frenzied mechanic and deserves its own breakdown: when hit by certain attacks from Frenzied monsters, an infection gauge appears above your health bar, and landing hits on the monster steadily drains it. Keep attacking before you’re cured — once the gauge is emptied you gain a buff window; if the gauge fills completely, you enter a worsened state: damage taken increases, and temporary health cannot recover. The Warding Fruit lowers the gauge, but it cannot zero the gauge out — a full cure requires landing attacks consistently. Frenzied monsters only appear in the Iceshard Cliffs, and only after you finish Chapter 4-2 “The Shadow Lurking in the Dragon Vale”; for the materials and build logic of this line see the endgame system and build archetypes.

Ammo and the Slinger: Prepare Separately per Ranged Weapon#

The ammo for the three ranged weapons is not the same thing, and their carry and restock logic differ:

  • Light Bowgun: high mobility, flexible positioning, focused on elemental and status ammo. Its rapid-fire energy regenerates over time or through hits, so the pace pressure is low — just stock the ammo types matching the target’s elemental weaknesses.
  • Heavy Bowgun: highest firepower, can mount a shield for defense, and its special ammo revolves around Dragonheat mode, suited to anchored, turret-style play. With the shield up it depends less on positioning items, freeing radial menu space for recovery and status cures.
  • Bow: centered on charged shots, applying status ailments through different coatings — a flexible ranged weapon that fights on the move. Stock coating materials alongside ammo per quest.

The universal ammo-management idea: give special ammo, coatings, and crafting materials their own radial menu page, and bulk-stock crafting materials per ammo type. For the roles and build details of the three weapons see the weapon guide.

Slinger and Scouting Tools#

Tool Use
Slinger A wrist-mounted mainstay: grab items from high places or across the water at range, and fire environmental ammunition to disrupt monsters
Throwing Meat Lures herbivores and carnivores away from teammates or off your main path
Farcaster Emergency disengage back to camp — regroup when badly hurt, restock, then head out again

The real workhorse of exploration support is not an item: this game hands most scouting work to the Seikret’s auto-navigation and map pins, with the Slinger’s ranged pickup as a supplement — gathering points up high no longer require a detour to climb, and materials across the water are within easy reach. For operation-level details see the controls guide.

Key Items: Story and Unlocks#

Key items never enter the radial menu and produce no combat value; their worth lies in story and unlocks:

  • Advancing the main story: some chapter checkpoints require turning in key items to continue, and you receive them automatically as the story moves.
  • Unlocking features: some feature entrances open via key items; for example, adding a simple camp is tied to side quest progress.

Acquisition revolves around main story progress and side quest turn-ins; when a feature entrance stays locked, check your side quest list first. For a full breakdown of quest types see quest types.

Material Trading and Forging: The Road to Artian Gear#

Among everything else you “hold,” the most important are the two material lines that lead to endgame gear — they decide your endgame schedule:

  1. Artian Weapons: Artian materials come in four lines — Blades, Devices, Discs, and Tubes — from tempered hunts and Suja’s Meld Relics exchange. There are 42 Artian weapons in total: 14 weapon classes at Rarity 6, 7, and 8. Note that rarity cannot be upgraded — for the top tier you must forge from scratch with materials of that rarity, and dismantling never returns Artian materials, only upgrade materials. Full rules in the weapon guide and materials and rarity.
  2. Artian Armor: it shares the Artian material system, but its unlock is the easiest to miss — at Hunter Rank HR100, find the researcher Fabius and accept the side quest “Echoes of the Forgotten Forge”. This quest does not appear on the quest board; you must talk to him directly. For material pitfalls and route details see the armor guide.
  3. Gamma (γ) armor series: the other endgame line, earned by slaying Arch-tempered monsters one by one — five sets in total. Mix it with Artian armor by skill needs rather than choosing one over the other; for trade-offs see build archetypes.

Crafting and Restocking Materials#

Crafting is the main in-quest resupply method; common recipes run directly from the Item Box and the radial menu:

Product Key materials
Potion Herb
Mega Potion Potion plus Honey
Max Potion Mega Nutrient and Mandragora
Flash Bomb Flashbug
Pitfall Trap Net and Trap Tool

Herbs are everywhere in every region; grab Honey and Flashbugs every time you pass them; finished high-tier products like Max Potions are relatively rare — save them for high-difficulty quests. Trap Tools are the shared base material for both traps; they are sold in shops and can be restocked at field gathering points.

Radial Menu and Loadout Management#

Page What to place
Page 1 Mega Potions, Max Potions, status-cure items, Rations
Page 2 Traps, Tranq Bombs, Flash Bombs, Smoke Bombs
Page 3 Ammo and coatings, crafting materials, Farcaster

A few practical habits:

  • Camp direct delivery: item box stock is accessible at any camp; bank heavy materials promptly.
  • Pre-fight pages: reorder your radial pages per target monster; anything used in your burst window always sits in the handiest page-one slot.
  • Ammo stockpiling: bowgun players craft ammo in bulk by type; Bow players stock up by coating.
  • Carry less and restock fast, or carry full: the convenience of Seikret restocking on the move makes “carry less, restock fast” viable, but for mistake-free long quests like Arch-tempered hunts, still leave with a full load and full status.

The highest level of item management is “zero backpack opens during a quest”: every common action finishes within one radial menu page. Each time you unlock a new monster, spend one minute reordering the wheel — the next dozens of quests all save time because of it.

FAQ#

Question Answer
How to manage ammo for the three ranged weapons The Light Bowgun’s rapid-fire energy regenerates over time or through hits — stock by elemental weakness; give the Heavy Bowgun’s Dragonheat special ammo its own radial page; the Bow stocks by coating, and all three are managed through radial menu pages
Backpack full Clear sellable materials promptly and store common materials in the camp Item Box, accessible at any camp
Are capture and slay materials the same Some materials drop more often from captures; read the quest requirements carefully; Elder Dragons are immune to traps and Arch-tempered monsters cannot be captured
Can the Warding Fruit empty the Frenzy gauge No — it only lowers the gauge; a full cure requires landing attacks consistently to drain it
Can items be carried across quests Restock from the camp Item Box during a quest; reorganize at the Item Box between quests

The item system is deliberately lightweight in this game: a smoother radial menu and freer restocking mean mastering this system buys you room for error, not raw numbers. The thirty-second item check before you leave is worth keeping even after you beat the game.

内容最后验证于 2026-07