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SKILLS

Skill Name Equipment Type Description Levels (descr: effect) Actual Effect

Guild's Sanctuary
Incitement 1

SERIES Gives Incitement Lv 1

Great Jagras's Onslaught
Speed Eating 1

SERIES Gives Speed Eating Lv 1

Kulu-Ya-Ku's Flash
Fire Resistance 1

SERIES Gives Fire Resistance Lv 1

Pukei-Pukei Tailwhip
Poison Resistance 1

SERIES Gives Poison Resistance Lv 1

Compound Fiber
Iron Skin 1

SERIES Gives Iron Skin Lv 1

Sepulcros Divinity
Dragon Damage Up 1

SERIES Gives Dragon Damage Up Lv 1

Geological Survey
Geologist 1

SERIES Gives Geologist Lv 1

Great Girros Ambush
Thunder Damage Up 1

SERIES Gives Thunder Damage Up Lv 1

Jyuratodus Essence
Water Damage Up 1

SERIES Gives Water Damage Up Lv 1

Barroth Essence
Stun Resistance 1

SERIES Gives Stun Resistance Lv 1

Vespoid Resistance
Paralysis Resistance 1

SERIES Gives Paralysis Resistance Lv 1

Orevein Extract
Ice Damage Up 1

SERIES Gives Ice Damage Up Lv 1

Anjanath Counter
Fire Damage Up 1

SERIES Gives Fire Damage Up Lv 1

Rathian Gleam
Radiant Sense 1

SERIES Gives Radiant Sense Lv 1

Great Jagras Devour
Free Meal 1

SERIES Gives Free Meal Lv 1

Pukei-Pukei Curled Tongue
Master Gatherer 1

SERIES Gives Master Gatherer Lv 1

Hornetaur Might
Dragon Damage Up 1

SERIES Gives Dragon Damage Up Lv 1

Mysterious Metal
Windproof 1

SERIES Gives Windproof Lv 1

Monocerus Divinity
Sleep Resistance 1

SERIES Gives Sleep Resistance Lv 1

Butterfly Bond
Botanist 1

SERIES Gives Botanist Lv 1

Surging Thunder
Thunder Resistance 1

SERIES Gives Thunder Resistance Lv 1

Anjanath's Fury
Health Cycle 1

SERIES Gives Health Cycle Lv 1

Kulu-Ya-Ku's Special Attack
Carving Master 1

SERIES Gives Carving Master Lv 1

Barroth Ambush
Tremor Resistance 1

SERIES Gives Tremor Resistance Lv 1

Jyuratodus Radiance
Water Damage Up 1

SERIES Gives Water Damage Up Lv 1

Rathian's Flame
Earplugs 1

SERIES Gives Earplugs Lv 1

Rathalos's Flame
Fire Damage Up 1

SERIES Gives Fire Damage Up Lv 1

Kushala Daora Flight
Nullify Wind Pressure

SERIES Gives Nullify Wind Pressure

Adversity

EQUIP Temporarily increases damage and defense after each faint, up to 2 times.
Lv. 1: Each faint increases damage by x1.1 and defense by +10.

Airborne

EQUIP Increases airborne attack damage.
Lv. 1: Airborne attack damage +4.5%.
Lv. 2: Airborne attack damage +9.0%.
Lv. 3: Airborne attack damage +13.5%.
Lv. 4: Airborne attack damage +18.0%.

Ballistics

EQUIP Shortens the distance before ammo and arrows reach maximum power.
Lv. 1: Shortens the distance before ammo and arrows reach maximum power.

Battle Spirit

EQUIP Increases affinity when large monsters become enraged.
Lv. 1: While active, affinity +3%.
Lv. 2: While active, affinity +6%.
Lv. 3: While active, affinity +9%.
Lv. 4: While active, affinity +12%.
Lv. 5: While active, affinity +15%.

Bento Lover

EQUIP After consuming BBQ or a portable meal in combat, damage is increased for a set duration.
Lv. 1: While active, damage +4.5% for 30s.
Lv. 2: While active, damage +9.0% for 30s.
Lv. 3: While active, damage +13.5% for 30s.
Lv. 4: While active, damage +18.0% for 30s.

Bleed Resistance

EQUIP Grants protection against bleeding.
Lv. 1: Reduces damage while bleeding.
Lv. 2: Greatly reduces damage while bleeding.
Lv. 3: Prevents bleeding.

Botanist

EQUIP Increases the quantity of herbs and other consumables items gathered.
Lv. 1: One extra consumable herb item per gather.
Lv. 2: One extra consumable fruit or seed item per gather +1.
Lv. 3: One extra consumable insect item per gather +1.
Lv. 4: One extra consumable mushroom item per gather +1.

Bow Skill Enhancement

EQUIP Increases the damage of the bow's Skill 1, Skill 2 and Skill 3.
Lv. 1: Bow skill damage +4%.
Lv. 2: Bow skill damage +8%.
Lv. 3: Bow skill damage +12%.

Breaker

EQUIP Staggering a monster or breaking a part with a great sword increases damage for a set duration.
Lv. 1: While active, damage +4% for 60s.
Lv. 2: While active, damage +8% for 60s.
Lv. 3: While active, damage +12% for 60s.

Buddy Boost

EQUIP Increases buddy damage.
Lv. 1: Multiplies buddy damage by 1.1x.

Capacity Boost

EQUIP Reloading ammo increases damage for a set duration.
Lv. 1: After reloading, damage +4.5% for 30s.
Lv. 2: After reloading, damage +9.0% for 30s.
Lv. 3: After reloading, damage +13.5% for 30s.
Lv. 4: After reloading, damage +18.0% for 30s.

Capture Master

EQUIP High chance of increased capture rewards. (No effect when joining mid-quest.)
Lv. 1: High chance of increased capture rewards. (No effect when joining mid-quest.)

Carving Pro

EQUIP Prevents stagger from attacks while carving.
Lv. 1: Prevents stagger from attacks while carving.

Charge Enhancement

EQUIP After a charged slashing or blunt attack hits a monster, damage is increased for a period of time.
Lv. 1: After activation, damage +4.5% for 15s.
Lv. 2: After activation, damage +9.0% for 15s.
Lv. 3: After activation, damage +13.5% for 15s.
Lv. 4: After activation, damage +18.0% for 15s.

Charged Power Shot

EQUIP Increases damage dealt while maintaining a charge level with a ranged weapon.
Lv. 1: While active, damage +5%.
Lv. 2: While active, damage +11%.
Lv. 3: While active, damage +16%.
Lv. 4: While active, damage +21%.
Lv. 5: While active, damage +27%.
Lv. 6: While active, damage +32%.

Close Call

EQUIP Temporarily enhances damage and status buildup after recovering from blights or ailment status.
Lv. 1: While active, damage +3% and abnormal status buildup x1.05 for 30s.
Lv. 2: While active, damage +6% and abnormal status buildup x1.10 for 30s.
Lv. 3: While active, damage +9% and abnormal status buildup x1.15 for 30s.

Combo Enhancement

EQUIP Consecutively hitting a monster within a short time increases damage for a period. (Pierce or Burst damage cannot trigger this effect.)
Lv. 1: Landing 5 hits within 3s increases damage by 4.5% for 12s.
Lv. 2: Landing 5 hits within 3s increases damage by 9.0% for 12s.
Lv. 3: Landing 5 hits within 3s increases damage by 13.5% for 12s.
Lv. 4: Landing 5 hits within 3s increases damage by 18.0% for 12s.
Lv. 5: Landing 5 hits within 3s increases damage by 22.5% for 12s.
Lv. 6: Landing 5 hits within 3s increases damage by 27.0% for 12s.

Counter Boost

EQUIP Increases damage dealt for a period of time after triggering Perfect Evade or parry.
Lv. 1: While active, increases damage by 4.5% for 20s.
Lv. 2: While active, increases damage by 9.0% for 20s.
Lv. 3: While active, increases damage by 13.5% for 20s.
Lv. 4: While active, increases damage by 18.0% for 20s.
Lv. 5: While active, increases damage by 22.5% for 20s.
Lv. 6: While active, increases damage by 27.0% for 20s.

Critical Element

EQUIP Increases elemental damage (fire, water, thunder, ice, dragon) when landing critical hits.
Lv. 1: Increases elemental damage by 5% when landing critical hits.
Lv. 2: Increases elemental damage by 10% when landing critical hits.
Lv. 3: Increases elemental damage by 15% when landing critical hits.

Defense Up

EQUIP Increases defense.
Lv. 1: Defense +5.
Lv. 2: Defense +10.
Lv. 3: Defense +15.
Lv. 4: Defense +20.
Lv. 5: Defense +25.
Lv. 6: Defense +30.
Lv. 7: Defense +35.

Demonic Strength

EQUIP Increases damage dealt while in Demon Mode.
Lv. 1: Increases damage dealt by 6% while in Demon Mode.
Lv. 2: Increases damage dealt by 11% while in Demon Mode.
Lv. 3: Increases damage dealt by 17% while in Demon Mode.

Desperation

EQUIP Increases defense and damage when health drops below a certain percentage.
Lv. 1: Damage +4.0% and Defense +5 when health drops to 75% or lower.
Lv. 2: Damage +8.0% and Defense +10 when health drops to 75% or lower.
Lv. 3: Damage +12.0% and Defense +15 when health drops to 75% or lower.
Lv. 4: Damage +16.0% and Defense +20 when health drops to 75% or lower.
Lv. 5: Damage +20.0% and Defense +25 when health drops to 75% or lower.

Divine Blessing

EQUIP Has a predetermined chance of reducing the damage you take.
Lv. 1: When taking damage, has a 25% chance to reduce that damage by 15%.
Lv. 2: When taking damage, has a 25% chance to reduce that damage by 30%.
Lv. 3: When taking damage, has a 25% chance to reduce that damage by 50%.

Dragon Damage Up

EQUIP Increases dragon damage. The effect is enhanced against Radiant monsters.
Lv. 1: Dragon damage +4%; against Radiant monsters, dragon damage +10% instead.
Lv. 2: Dragon damage +8%; against Radiant monsters, dragon damage +20% instead.
Lv. 3: Dragon damage +12%; against Radiant monsters, dragon damage +30% instead.
Lv. 4: Dragon damage +16%; against Radiant monsters, dragon damage +40% instead.
Lv. 5: Dragon damage +20%; against Radiant monsters, dragon damage +50% instead.
Lv. 6: Dragon damage +24%; against Radiant monsters, dragon damage +60% instead.
Lv. 7: Dragon damage +28%; against Radiant monsters, dragon damage +70% instead.

Earplugs

EQUIP Grants protection against large monsters' roars.
Lv. 1: Reduces the effects of weak monster roars.
Lv. 2: Nullifies weak monster roars and reduces the effects of strong monster roars.
Lv. 3: Nullifies weak and strong monster roars.

Entomologist

EQUIP Decreases the chances of destroying the bodies of small insect monsters, allowing them to be carved.
Lv. 1: Slightly increases the chances of a corpse being left behind.
Lv. 2: Increases the chances of a corpse being left behind.
Lv. 3: Greatly increases the chances of a corpse being left behind.

Fearless

EQUIP Increases damage when you have recoverable damage (the gray portion of your health gauge).
Lv. 1: While active, damage +4.0%.
Lv. 2: While active, damage +7.5%.
Lv. 3: While active, damage +11.0%.
Lv. 4: While active, damage +15.0%.
Lv. 5: While active, damage +19.0%.

Fire Damage Up

EQUIP Increases fire damage. The effect is enhanced against Radiant monsters.
Lv. 1: Fire damage +4%; against Radiant monsters, fire damage +10% instead.
Lv. 2: Fire damage +8%; against Radiant monsters, fire damage +20% instead.
Lv. 3: Fire damage +12%; against Radiant monsters, fire damage +30% instead.
Lv. 4: Fire damage +16%; against Radiant monsters, fire damage +40% instead.
Lv. 5: Fire damage +20%; against Radiant monsters, fire damage +50% instead.
Lv. 6: Fire damage +24%; against Radiant monsters, fire damage +60% instead.
Lv. 7: Fire damage +28%; against Radiant monsters, fire damage +70% instead.

Fire Resistance

EQUIP Increases the Adventurer's fire resistance.
Lv. 1: Fire resistance +6.
Lv. 2: Fire resistance +12.
Lv. 3: Fire resistance +20.

Flash Draw

EQUIP After a Draw attack, damage is increased for a set duration.
Lv. 1: While active, damage +4.5% for 30s.
Lv. 2: While active, damage +9.0% for 30s.
Lv. 3: While active, damage +13.5% for 30s.
Lv. 4: While active, damage +18.0% for 30s.

Flawless

EQUIP Increases damage dealt when health is full.
Lv. 1: While active, damage +3%.
Lv. 2: While active, damage +6%.
Lv. 3: While active, damage +9%.

Flinch Free

EQUIP Reduces reactions to minor damage.
Lv. 1: Prevents knockbacks from minor damage.
Lv. 2: Prevents knockbacks from minor damage. Tripping is reduced to a knockback.
Lv. 3: Prevents knockbacks and tripping from minor damage.

Free Meal

EQUIP Grants a chance to use food or drink items without consuming them.
Lv. 1: Activates 25% of the time.
Lv. 2: Activates 50% of the time.
Lv. 3: Activates 75% of the time.

Geologist

EQUIP Increases the number of times you can use a gathering point.
Lv. 1: Allows you to gather 1 extra time from bonepiles.
Lv. 2: Allows you to gather an additional 1 time(s) from special item gathering points.
Lv. 3: Allows you to gather 1 extra time from mining outcrops.

Guard

EQUIP Reduces stagger and stamina depletion when guarding.
Lv. 1: Very slightly decreases the impact of attacks.
Lv. 2: Slightly decreases the impact of attacks and reduces stamina depletion by 15%.
Lv. 3: Decreases the impact of attacks and reduces stamina depletion by 15%.
Lv. 4: Decreases the impact of attacks and reduces stamina depletion by 30%.
Lv. 5: Greatly decreases the impact of attacks and reduces stamina depletion by 50%.

Guard Up

EQUIP Allows you to guard against ordinarily unblockable attacks.
Lv. 1: Allows you to guard against ordinarily unblockable attacks.

Guild Might - Helm

EQUIP Equipment Issued by the Crimson Crest Adventurers. Its rarity scales up alongside your Adventurer Rank.
Lv. 1: Adventurer Rank Lv. 1. This is a Rarity 1 equipment.
Lv. 2: Adventurer Rank Lv. 17. This is a Rarity 2 equipment.
Lv. 3: Adventurer Rank Lv. 21. This is a Rarity 3 equipment.
Lv. 4: Adventurer Rank Lv. 26. This is a Rarity 4 equipment.
Lv. 5: Adventurer Rank Lv. 31. This is a Rarity 5 equipment.
Lv. 6: Adventurer Rank Lv. 34. This is a Rarity 6 equipment.
Lv. 7: Adventurer Rank Lv. 37. This is a Rarity 7 equipment.
Lv. 8: Adventurer Rank Lv. 42. This is a Rarity 8 equipment.
Lv. 9: Adventurer Rank Lv. 45. This is a Rarity 9 equipment.
Lv. 10: Adventurer Rank Lv. 48. This is a Rarity 10 equipment.
Lv. 11: Adventurer Rank Lv. 50. This is a Rarity 11 equipment.
Lv. 12: Adventurer Rank Lv. 53. This is a Rarity 12 equipment.
Lv. 13: Adventurer Rank Lv. 56. This is a Rarity 13 equipment.
Lv. 14: Adventurer Rank Lv. 57. This is a Rarity 14 equipment.

Guild Might - Mail

EQUIP Equipment Issued by the Crimson Crest Adventurers. Its rarity scales up alongside your Adventurer Rank.
Lv. 1: Adventurer Rank Lv. 1. This is a Rarity 1 equipment.
Lv. 2: Adventurer Rank Lv. 17. This is a Rarity 2 equipment.
Lv. 3: Adventurer Rank Lv. 21. This is a Rarity 3 equipment.
Lv. 4: Adventurer Rank Lv. 26. This is a Rarity 4 equipment.
Lv. 5: Adventurer Rank Lv. 31. This is a Rarity 5 equipment.
Lv. 6: Adventurer Rank Lv. 34. This is a Rarity 6 equipment.
Lv. 7: Adventurer Rank Lv. 37. This is a Rarity 7 equipment.
Lv. 8: Adventurer Rank Lv. 42. This is a Rarity 8 equipment.
Lv. 9: Adventurer Rank Lv. 45. This is a Rarity 9 equipment.
Lv. 10: Adventurer Rank Lv. 48. This is a Rarity 10 equipment.
Lv. 11: Adventurer Rank Lv. 50. This is a Rarity 11 equipment.
Lv. 12: Adventurer Rank Lv. 53. This is a Rarity 12 equipment.
Lv. 13: Adventurer Rank Lv. 56. This is a Rarity 13 equipment.
Lv. 14: Adventurer Rank Lv. 57. This is a Rarity 14 equipment.

Guild Might - Gauntlets

EQUIP Equipment Issued by the Crimson Crest Adventurers. Its rarity scales up alongside your Adventurer Rank.
Lv. 1: Adventurer Rank Lv. 1. This is a Rarity 1 equipment.
Lv. 2: Adventurer Rank Lv. 17. This is a Rarity 2 equipment.
Lv. 3: Adventurer Rank Lv. 21. This is a Rarity 3 equipment.
Lv. 4: Adventurer Rank Lv. 26. This is a Rarity 4 equipment.
Lv. 5: Adventurer Rank Lv. 31. This is a Rarity 5 equipment.
Lv. 6: Adventurer Rank Lv. 34. This is a Rarity 6 equipment.
Lv. 7: Adventurer Rank Lv. 37. This is a Rarity 7 equipment.
Lv. 8: Adventurer Rank Lv. 42. This is a Rarity 8 equipment.
Lv. 9: Adventurer Rank Lv. 45. This is a Rarity 9 equipment.
Lv. 10: Adventurer Rank Lv. 48. This is a Rarity 10 equipment.
Lv. 11: Adventurer Rank Lv. 50. This is a Rarity 11 equipment.
Lv. 12: Adventurer Rank Lv. 53. This is a Rarity 12 equipment.
Lv. 13: Adventurer Rank Lv. 56. This is a Rarity 13 equipment.
Lv. 14: Adventurer Rank Lv. 57. This is a Rarity 14 equipment.

Guild Might - Coil

EQUIP Equipment Issued by the Crimson Crest Adventurers. Its rarity scales up alongside your Adventurer Rank.
Lv. 1: Adventurer Rank Lv. 1. This is a Rarity 1 equipment.
Lv. 2: Adventurer Rank Lv. 17. This is a Rarity 2 equipment.
Lv. 3: Adventurer Rank Lv. 21. This is a Rarity 3 equipment.
Lv. 4: Adventurer Rank Lv. 26. This is a Rarity 4 equipment.
Lv. 5: Adventurer Rank Lv. 31. This is a Rarity 5 equipment.
Lv. 6: Adventurer Rank Lv. 34. This is a Rarity 6 equipment.
Lv. 7: Adventurer Rank Lv. 37. This is a Rarity 7 equipment.
Lv. 8: Adventurer Rank Lv. 42. This is a Rarity 8 equipment.
Lv. 9: Adventurer Rank Lv. 45. This is a Rarity 9 equipment.
Lv. 10: Adventurer Rank Lv. 48. This is a Rarity 10 equipment.
Lv. 11: Adventurer Rank Lv. 50. This is a Rarity 11 equipment.
Lv. 12: Adventurer Rank Lv. 53. This is a Rarity 12 equipment.
Lv. 13: Adventurer Rank Lv. 56. This is a Rarity 13 equipment.
Lv. 14: Adventurer Rank Lv. 57. This is a Rarity 14 equipment.

Guild Might - Greaves

EQUIP Equipment Issued by the Crimson Crest Adventurers. Its rarity scales up alongside your Adventurer Rank.
Lv. 1: Adventurer Rank Lv. 1. This is a Rarity 1 equipment.
Lv. 2: Adventurer Rank Lv. 17. This is a Rarity 2 equipment.
Lv. 3: Adventurer Rank Lv. 21. This is a Rarity 3 equipment.
Lv. 4: Adventurer Rank Lv. 26. This is a Rarity 4 equipment.
Lv. 5: Adventurer Rank Lv. 31. This is a Rarity 5 equipment.
Lv. 6: Adventurer Rank Lv. 34. This is a Rarity 6 equipment.
Lv. 7: Adventurer Rank Lv. 37. This is a Rarity 7 equipment.
Lv. 8: Adventurer Rank Lv. 42. This is a Rarity 8 equipment.
Lv. 9: Adventurer Rank Lv. 45. This is a Rarity 9 equipment.
Lv. 10: Adventurer Rank Lv. 48. This is a Rarity 10 equipment.
Lv. 11: Adventurer Rank Lv. 50. This is a Rarity 11 equipment.
Lv. 12: Adventurer Rank Lv. 53. This is a Rarity 12 equipment.
Lv. 13: Adventurer Rank Lv. 56. This is a Rarity 13 equipment.
Lv. 14: Adventurer Rank Lv. 57. This is a Rarity 14 equipment.

Health Boost

EQUIP Increases the Adventurer's health.
Lv. 1: Health +10.
Lv. 2: Health +20.
Lv. 3: Health +30.

Health Conversion

EQUIP At set intervals, continually hitting a monster with attacks will recover health.
Lv. 1: While continuously dealing damage, recover 2 health every 5s.

Health Cycle

EQUIP When hitting a Large Monster's broken part, the character can recover a certain amount of health based on the damage dealt.
Lv. 1: Recovers 2 health. Can only trigger once every 8s.
Lv. 2: Recovers 3 health. Can only trigger once every 8s.
Lv. 3: Recovers 4 health. Can only trigger once every 8s.

Honey Hunter

EQUIP Increases the quantity of honey received when gathering in the field.
Lv. 1: Honey gathered +1.

Ice Damage Up

EQUIP Increases ice damage. The effect is enhanced against Radiant monsters.
Lv. 1: Ice damage +4%; against Radiant monsters, ice damage +10% instead.
Lv. 2: Ice damage +8%; against Radiant monsters, ice damage +20% instead.
Lv. 3: Ice damage +12%; against Radiant monsters, ice damage +30% instead.
Lv. 4: Ice damage +16%; against Radiant monsters, ice damage +40% instead.
Lv. 5: Ice damage +20%; against Radiant monsters, ice damage +50% instead.
Lv. 6: Ice damage +24%; against Radiant monsters, ice damage +60% instead.
Lv. 7: Ice damage +28%; against Radiant monsters, ice damage +70% instead.

Ice Resistance

EQUIP Increases the Adventurer's ice resistance.
Lv. 1: Ice resistance +6.
Lv. 2: Ice resistance +12.
Lv. 3: Ice resistance +20.

Immovable Stance

EQUIP Triggering Ferocity increases damage for a set duration.
Lv. 1: After triggering Ferocity, damage +4.5% for 30s.
Lv. 2: After triggering Ferocity, damage +9.0% for 30s.
Lv. 3: After triggering Ferocity, damage +13.5% for 30s.
Lv. 4: After triggering Ferocity, damage +18.0% for 30s.
Lv. 5: After triggering Ferocity, damage +22.5% for 30s.
Lv. 6: After triggering Ferocity, damage +27.0% for 30s.

Improviser

EQUIP Extra health is recovered from environmental interactables like Sporepuffs and similar items.
Lv. 1: Interactables restore an additional 50 health.
Lv. 2: Interactables restore an additional 80 health.
Lv. 3: Interactables restore an additional 100 health.

Insight

EQUIP Increases affinity.
Lv. 1: Affinity +2%
Lv. 2: Affinity +4%
Lv. 3: Affinity +6%
Lv. 4: Affinity +8%
Lv. 5: Affinity +10%
Lv. 6: Affinity +12%
Lv. 7: Affinity +14%

Intimidation

EQUIP Building up stun on a monster with a blunt weapon increases damage for a set duration.
Lv. 1: While active, damage +4% for 5s.
Lv. 2: While active, damage +8% for 5s.
Lv. 3: While active, damage +12% for 5s.

Intimidator

EQUIP Reduces the chance of small monsters attacking after being spotted. (No effect on Neopterons, etc.)
Lv. 1: Discourages monsters from engaging after being spotted.
Lv. 2: Highly discourages monsters from engaging after being spotted.
Lv. 3: Prevents monsters from engaging after being spotted.

Iron Skin

EQUIP Grants protection against Defense Down.
Lv. 1: Shortens the duration of defense down by 50%.
Lv. 2: Shortens the duration of defense down by 75%.
Lv. 3: Prevents defense down.

Item Prolonger

EQUIP Extends the duration of some item effects.
Lv. 1: Effect duration x1.10.
Lv. 2: Effect duration x1.25.
Lv. 3: Effect duration x1.50.

Killer Instinct

EQUIP Temporarily increases damage while using devices or endemic life.
Lv. 1: While active, increases damage dealt by 4% for 120 seconds.

Master Climber

EQUIP Reduces stamina depletion when evading while clinging to walls or vines.
Lv. 1: Reduces stamina depletion by 25%.

Master Gatherer

EQUIP Allows you to gather more quickly, and also prevents attacks from staggering you while gathering.
Lv. 1: Speeds up gathering and prevent stagger while gathering.

Mind's Eye

EQUIP Prevents attacks from being deflected.
Lv. 1: Prevents attacks from being deflected.

Muck Resistance

EQUIP Reduces limits on movement speed and evasion.
Lv. 1: Reduces limits on movement speed and evasion.

Offensive Defense

EQUIP After a successful Perfect Guard, increases damage for a set duration.
Lv. 1: After activation, damage +4.5% for 30s.

Paralysis Resistance

EQUIP Shortens the duration of paralysis.
Lv. 1: Shortens the duration of paralysis by 30%.
Lv. 2: Shortens the duration of paralysis by 60%.
Lv. 3: Prevents paralysis.

Partbreaker

EQUIP Makes it easier to break or sever parts of large monsters.
Lv. 1: Part damage x1.1.
Lv. 2: Part damage x1.2.
Lv. 3: Part damage x1.3.

Pierce

EQUIP Consecutively hitting the same monster part with a Lance increases damage for a set duration.
Lv. 1: After hitting the same part 3 times within 8s, damage +4% for 30s.
Lv. 2: After hitting the same part 3 times within 8s, damage +8% for 30s.
Lv. 3: After hitting the same part 3 times within 8s, damage +12% for 30s.

Poison Resistance

EQUIP Reduces damage while poisoned.
Lv. 1: Shortens the duration of poison by 30%.
Lv. 2: Shortens the duration of poison by 60%.
Lv. 3: Prevents poison.

Power Charge

EQUIP Increases damage dealt as long as stamina is kept full for a period of time.
Lv. 1: Damage +4.5% when stamina gauge is full for 5s.
Lv. 2: Damage +9.0% when stamina gauge is full for 5s.
Lv. 3: Damage +13.5% when stamina gauge is full for 5s.
Lv. 4: Damage +18.0% when stamina gauge is full for 5s.

Power Shot

EQUIP When a single Pierce attack lands at least 3 hits, the damage dealt is increased.
Lv. 1: While active, damage +5%.
Lv. 2: While active, damage +11%.
Lv. 3: While active, damage +16%.
Lv. 4: While active, damage +21%.
Lv. 5: While active, damage +27%.
Lv. 6: While active, damage +32%.

Radiant Power Surge

EQUIP, WEAPON Reduces maximum health and increases damage.
Lv. 1: Reduce maximum health by 5 increases damage by 3.5%.
Lv. 2: Reduce maximum health by 10 increases damage by 7.0%.
Lv. 3: Reduce maximum health by 15 increases damage by 13.5%.

Radiant Sense

EQUIP Increases adventurer damage against monster in Radiant Rage.
Lv. 1: While active, damage +5%.
Lv. 2: While active, damage +10%.
Lv. 3: While active, damage +15%.
Lv. 4: While active, damage +20%.
Lv. 5: While active, damage +25%.

Recovery Speed / Health Recovery

EQUIP Speeds healing of recoverable damage (the gray portion of the health gauge).
Lv. 1: Increases the recovery speed of gray health by 2x.
Lv. 2: Increases the recovery speed of gray health by 3x.
Lv. 3: Increases the recovery speed of gray health by 4x.

Recovery Up

EQUIP Increases the amount of health recovered from health recovery.
Lv. 1: Amount recovered x1.1 when restoring health.
Lv. 2: Amount recovered x1.2 when restoring health.
Lv. 3: Amount recovered x1.3 when restoring health.

Relentless Pursuit

EQUIP After a monster is staggered or suppressed, damage dealt increases for a time.
Lv. 1: While active, damage +4% for 15s.
Lv. 2: While active, damage +8% for 15s.
Lv. 3: While active, damage +11% for 15s.

Shot Enhancement [Normal]

EQUIP Increases the attack power of the bowguns' normal ammo.
Lv. 1: Normal Ammo Damage +4%.
Lv. 2: Normal Ammo Damage +8%.
Lv. 3: Normal Ammo Damage +12%.

Shot Enhancement [Pierce]

EQUIP Increases the attack power of the bowguns' pierce ammo.
Lv. 1: Pierce Ammo Damage +4%.
Lv. 2: Pierce Ammo Damage +8%.
Lv. 3: Pierce Ammo Damage +12%.

Shot Enhancement [Spread]

EQUIP Increases the attack power of the bowguns' spread ammo.
Lv. 1: Spread Ammo Damage +4%.
Lv. 2: Spread Ammo Damage +8%.
Lv. 3: Spread Ammo Damage +12%.

Sleep Resistance

EQUIP Shortens the duration of sleep.
Lv. 1: Shortens the duration of sleep by 30%.
Lv. 2: Shortens the duration of sleep by 60%.
Lv. 3: Prevents sleep.

Sliding Blitz

EQUIP Sliding increases damage for a period of time.
Lv. 1: After sliding, increases damage dealt by 4% for 60s.

Speed Eating

EQUIP Increases meat-eating and item-consumption speed.
Lv. 1: Slightly increases meat-eating and item consumption speed.
Lv. 2: Increases meat-eating and item consumption speed.
Lv. 3: Greatly increases meat-eating and item consumption speed.

Spirit Bind Blade

EQUIP Temporarily increases damage when Spirit Gauge level increases.
Lv. 1: Increases damage by 4% for 30s when Spirit Gauge level increases.
Lv. 2: Increases damage by 8.0% for 30s when Spirit Gauge level increases.
Lv. 3: Increases damage by 12% for 30s when Spirit Gauge level increases.

Stamina Conversion

EQUIP Using attack skills that cost stamina increases the damage of that attack.
Lv. 1: When this skill activates, the triggering attack's damage +5%.
Lv. 2: When this skill activates, the triggering attack's damage +11%.
Lv. 3: When this skill activates, the triggering attack's damage +16%.
Lv. 4: When this skill activates, the triggering attack's damage +21%.
Lv. 5: When this skill activates, the triggering attack's damage +27%.
Lv. 6: When this skill activates, the triggering attack's damage +32%.

Stun Resistance

EQUIP Shortens stun duration.
Lv. 1: Shortens the duration of stun by 60%.
Lv. 2: Shortens the duration of stun by 90%.
Lv. 3: Prevents stun.

Thunder Damage Up

EQUIP Increases thunder damage. The effect is enhanced against Radiant monsters.
Lv. 1: Thunder damage +4%; against Radiant monsters, thunder damage +10% instead.
Lv. 2: Thunder damage +8%; against Radiant monsters, thunder damage +20% instead.
Lv. 3: Thunder damage +12%; against Radiant monsters, thunder damage +30% instead.
Lv. 4: Thunder damage +16%; against Radiant monsters, thunder damage +40% instead.
Lv. 5: Thunder damage +20%; against Radiant monsters, thunder damage +50% instead.
Lv. 6: Thunder damage +24%; against Radiant monsters, thunder damage +60% instead.
Lv. 7: Thunder damage +28%; against Radiant monsters, thunder damage +70% instead.

Thunder Resistance

EQUIP Increases the Adventurer's thunder resistance.
Lv. 1: Thunder resistance +6.
Lv. 2: Thunder resistance +12.
Lv. 3: Thunder resistance +20.

Tremor Resistance

EQUIP Grants protection against ground tremors.
Lv. 1: Nullifies minor ground tremors.
Lv. 2: Nullifies minor ground tremors and reduces the effects of major ground tremors.
Lv. 3: Nullifies minor and major ground tremors.

Unleashed

EQUIP Temporarily increases affinity when certain conditions are met.
Lv. 1: 90s after a hunt begins, or after taking 100 total damage, increases affinity by 3% for 180s.
Lv. 2: 90s after a hunt begins, or after taking 100 total damage, increases affinity by 6% for 180s.
Lv. 3: 90s after a hunt begins, or after taking 100 total damage, increases affinity by 9% for 180s.
Lv. 4: 90s after a hunt begins, or after taking 100 total damage, increases affinity by 12% for 180s.
Lv. 5: 90s after a hunt begins, or after taking 100 total damage, increases affinity by 15% for 180s.

Water Damage Up

EQUIP Increases water damage. The effect is enhanced against Radiant monsters.
Lv. 1: Water damage +4%; against Radiant monsters, water damage +10% instead.
Lv. 2: Water damage +8%; against Radiant monsters, water damage +20% instead.
Lv. 3: Water damage +12%; against Radiant monsters, water damage +30% instead.
Lv. 4: Water damage +16%; against Radiant monsters, water damage +40% instead.
Lv. 5: Water damage +20%; against Radiant monsters, water damage +50% instead.
Lv. 6: Water damage +24%; against Radiant monsters, water damage +60% instead.
Lv. 7: Water damage +28%; against Radiant monsters, water damage +70% instead.

Water Resistance

EQUIP Increases the Adventurer's water resistance.
Lv. 1: Water resistance +6.
Lv. 2: Water resistance +12.
Lv. 3: Water resistance +20.

Weakspot Exploit

EQUIP Increases affinity when attacking weak points.
Lv. 1: Attacks that hit weak points have 4.5% increased affinity.
Lv. 2: Attacks that hit weak point have 9% increased affinity.
Lv. 3: Attacks that hit weak point have 13.5% increased affinity.

Weakspot Exploit 2

EQUIP When landing a critical hit on a broken weak point, there is a chance to deliver one additional hit.
Lv. 1: Skill unleash rate 50%, with 7.5% additional damage.
Lv. 2: Skill unleash rate 50%, with 15.0% additional damage.
Lv. 3: Skill unleash rate 50%, with 22.5% additional damage.
Lv. 4: Skill unleash rate 50%, with 30.0% additional damage.
Lv. 5: Skill unleash rate 50%, with 37.5% additional damage.

Windproof

EQUIP Grants protection against wind pressure.
Lv. 1: Reduces the effects of minor wind pressure.
Lv. 2: Negates minor wind pressure and reduces the effects of major wind pressure.
Lv. 3: Negates minor and major wind pressure.

Ink of Might

VISAGE Gives Ink of Might
Lv. 2: Physical Damage +5%
Lv. 4: After landing a critical hit, physical damage +12% for 60s.

Ink of Flames

VISAGE Gives Ink of Flames
Lv. 2: Fire Damage +5%
Lv. 4: After hitting a Weak Point, fire damage +24% for 20s.

Ink of Water

VISAGE Gives Ink of Water
Lv. 2: Water Damage +5%
Lv. 4: Each time a squad member unleashes an ultimate, water damage +6% for 60s, up to 4 stacks.

Ink of Thunder

VISAGE Gives Ink of Thunder
Lv. 2: Thunder Damage +5%
Lv. 4: After hitting a monster, thunder damage +5% for 12s, up to 5 stacks.

Ink of Combat

VISAGE Gives Ink of Combat
Lv. 2: Affinity +5%
Lv. 4: When an ultimate inflicts a debuff on a monster, squad damage +6.5% for 60s.

Ink of Guidance

VISAGE Gives Ink of Guidance
Lv. 2: Ultimate Charge Rate +5%
Lv. 4: For 8s after an ultimate inflicts Suppression on a monster, each ally's ultimate grants +2.2% squad damage for 60s, up to 3 stacks.

Ink of Grace

VISAGE Gives Ink of Grace
Lv. 2: Ultimate Charge Rate +5%
Lv. 4: After the Adventurer grants an ally a Buff, squad damage +6.5% for 60s.

Ink of Protection

VISAGE Gives Ink of Protection
Lv. 2: Ultimate Charge Rate +5%
Lv. 4: Recovery and Shield effects granted to teammates by the Adventurer and Buddy +20%. Squad damage +6% for 45s.

Ink of Dragon

VISAGE Gives Ink of Dragon
Lv. 2: Dragon Damage +5%
Lv. 4: After using an ultimate, dragon damage +24% for 60s.

Ink of Resonance

VISAGE Gives Ink of Resonance
Lv. 2: Affinity +5%
Lv. 4: When not the Main Adventurer, ultimate damage +32%.

Ink of Frost

VISAGE Gives Ink of Frost
Lv. 2: Ice Damage +5%
Lv. 4: After hitting a monster, ice damage +24% for 8s.

Guild Might - Weapon

WEAPON Equipment Issued by the Crimson Crest Adventurers. Its rarity scales up alongside your Adventurer Rank.
Lv. 1: Adventurer Rank Lv. 1. This is a Rarity 1 equipment.
Lv. 2: Adventurer Rank Lv. 17. This is a Rarity 2 equipment.
Lv. 3: Adventurer Rank Lv. 21. This is a Rarity 3 equipment.
Lv. 4: Adventurer Rank Lv. 26. This is a Rarity 4 equipment.
Lv. 5: Adventurer Rank Lv. 31. This is a Rarity 5 equipment.
Lv. 6: Adventurer Rank Lv. 34. This is a Rarity 6 equipment.
Lv. 7: Adventurer Rank Lv. 37. This is a Rarity 7 equipment.
Lv. 8: Adventurer Rank Lv. 42. This is a Rarity 8 equipment.
Lv. 9: Adventurer Rank Lv. 45. This is a Rarity 9 equipment.
Lv. 10: Adventurer Rank Lv. 48. This is a Rarity 10 equipment.
Lv. 11: Adventurer Rank Lv. 50. This is a Rarity 11 equipment.
Lv. 12: Adventurer Rank Lv. 53. This is a Rarity 12 equipment.
Lv. 13: Adventurer Rank Lv. 56. This is a Rarity 13 equipment.
Lv. 14: Adventurer Rank Lv. 57. This is a Rarity 14 equipment.
Lv. 15: Adventurer Rank Lv. 59. This equipment is Rarity 15.

Healing +8%

MEAL Increases healing by 8%.

Damage Taken -3%

MEAL Damage taken -3%.

Damage +5%

MEAL Increases damage by 5%.

Part Breaking Efficiency +8%

MEAL Part Breaking Efficiency +8%

Damage Taken -6%

MEAL Damage taken -6%.

Damage +10%

MEAL Increases damage by 10%.

Healing +16%

MEAL Increases healing by 16%.

Part Breaking Efficiency +16%

MEAL Part Breaking Efficiency +16%

Healing 24%

MEAL Increases healing by 24%.

Part Breaking Efficiency +24%

MEAL Part Breaking Efficiency +24%

Damage Taken -9%

MEAL Damage taken -9%.

Damage +15%

MEAL Increases damage by 15%.

Damage +20%

MEAL Increases damage by 20%.

Damage Taken -12%

MEAL Damage taken -12%.

Felyne Moxie

MEAL When above a certain health threshold, you will not faint from damage that exceeds your remaining health (one time).

Felyne Safeguard

MEAL Prevents your squad from being penalized first time a member faints.
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