A fully upgraded weapon or armor piece still have room for improvements. Similar to Weapon Honing in Monster Hunter 4 Ultimate and Augmentation in Monster Hunter: World and Iceborne, weapons and armors in Monster Hunter Rise: Sunbreak can be augmented with Qurio's power to further increase their power.
Overview[]
Qurious Crafting can only be performed once the player has completed the main story and reached the main post-game features (Anomaly Research). This feature was added in the first title update of Monster Hunter Rise: Sunbreak.
For Weapons, only Rarity 10 weapons can be enabled for Qurious Crafting, by spending Afflicted Materials with a total value of 10 points. After which players can put in Augments to customize various stats of the weapon in a similar manner to Weapon Augment in Monster Hunter World: Iceborne.
For Armors, Master Rank armors of all rarities are eligible for Qurious Crafting, which can be enable for augment by spending 1 corresponding Amber Essence obtained from the Anomaly Investigation alongside a certain total value of Afflicted Materials, depend on the Rarity of the Armor Piece.
- Rarity 8: 1 Amber Essence and 10pts of Afflicted Materials
- Rarity 9: 1 Amber Essence+ and 20pts of Afflicted Materials
- Rarity 10: 1 Prime Amber Essence and 30pts of Afflicted Materials
Weapon Qurious Crafting[]
Players can spend the obtained Afflicted Materials to enhance the weapon even further. Once enabled, the weapon can no longer be rolled back the upgrade line. Additionally, unlike Weapon Augments in MHW&MHWI, the augment of Weapon Qurious Crafting is to be unlocked, which can be equipped and unequipped at will, however, unequipping an augment will not refund the materials spent to unlock the augment.
Currently, the maximum amount of Anomaly Slots as of Title Update 4 is 9, with 3 slots unlocked by default. Additionally, a weapon will gain bonus stat boosts based on the amount of Anomaly Slots it has available; these boosts are always active and do not require a slot to be filled.
Augment | Materials | Effects | Slots | Cost | Notes |
---|---|---|---|---|---|
Add Anomaly Slot I | Afflicted Dragon Blood x2 Afflicted Shell x2 Afflicted Materials 30pts |
Max Slot +1 | - | 5000z | Can not be unequipped |
Add Anomaly Slot II | Afflicted Dire Scale x3 Afflicted Materials 50pts |
Max Slot +2 | - | 10000z | |
Add Anomaly Slot III | Afflicted Dire Claw+ x2 Afflicted Shard x2 Afflicted Hardfang x2 Afflicted Materials 100pts |
Max Slot +3 | - | 10000z | |
Add Anomaly Slot IV | Afflicted Dire Hardhorn x2 Afflicted Dire Wing+ x2 Afflicted Materials 150pts |
Max Slot +4 | - | 15000z | |
Add Anomaly Slot V | Afflicted Dire Cortex x2 Afflicted Dire Slogbone x2 Afflicted Dire Dragon Blood x2 Afflicted Materials 200pts |
Max Slot +5 | - | 20000z | |
Add Anomaly Slot VI | Afflicted Dire Hardfang x2 Risen Dragonbone x2 Afflicted Materials 200pts |
Max Slot +6 | - | 25000z | |
Attack Boost I | Afflicted Pelt x2 Afflicted Materials 20pts |
Attack +5 | 2 | 2000z | - |
Attack Boost II | Afflicted Fang+ x2 Afflicted Fang x2 Afflicted Materials 40pts |
Attack +10 | 4 | 4000z | |
Attack Boost III | Afflicted Dire Horn+ x2 Afflicted Thickhide x2 Afflicted Dire Shell x2 Afflicted Materials 80pts |
Attack +15 | 6 | 8000z | |
Attack Boost IV | Afflicted Dire Fang+ x2 Afflicted Dire Blood x2 Afflicted Materials 120pts |
Attack +20 | 8 | 12000z | |
Affinity Boost I | Afflicted Hide+ x2 Afflicted Monster Bone x2 Afflicted Materials 30pts |
Affinity +5% | 3 | 3000z | - |
Affinity Boost II | Afflicted Dire Fang x2 Afflicted Dire Wing x2 Afflicted Materials 120pts |
Affinity +10% | 6 | 12000z | |
Elemental Boost I | Afflicted Bone x3 Afflicted Materials 10pts |
Element +3 (+5 for GS) |
1 | 1000z | Not available for LBG and HBG |
Elemental Boost II | Afflicted Monster Hardbone x2 Afflicted Scale x2 Afflicted Materials 20pts |
Element +6 (+10 for GS) |
2 | 2000z | |
Elemental Boost III | Afflicted Dire Horn x2 Afflicted Claw x2 Afflicted Carapace x2 Afflicted Materials 30pts |
Element +9 (+15 for GS) |
3 | 3000z | |
Elemental Boost IV | Afflicted Slogbone x2 Afflicted Pure Blood Afflicted Cortex x2 Afflicted Materials 60pts |
Element +12 (+20 for GS) |
4 | 6000z | |
Elemental Boost V | Afflicted Dire Carapace x2 Afflicted Dire Scale+ x2 Afflicted Hardclaw x2 Afflicted Materials 100pts |
Element +15 (+25 for GS) |
5 | 10000z | |
Elemental Boost VI | Afflicted Dire Slogbone x3 Afflicted Materials 120pts |
Element +20 (+33 for GS) |
6 | 12000z | |
Status Effect Boost I | Afflicted Hardbone x2 Afflicted Blood x2 Afflicted Materials 30pts |
Status +3 +6 for GS +4 for GL |
2 | 3000z | Not available for LBG and HBG |
Status Effect Boost II | Afflicted Dire Hardbone x2 Afflicted Monster Slogbone x2 Afflicted Dire Claw x2 Afflicted Materials 60pts |
Status +6 +12 for GS +8 for GL |
4 | 6000z | |
Sharpness Boost I | Afflicted Claw+ x2 Afflicted Scale+ x2 Afflicted Materials 40pts |
Sharpness +10 | 3 | 4000z | Only available for Blademaster Weapons |
Sharpness Boost II | Afflicted Dire Hardclaw x2 Afflicted Dire Shard x2 Afflicted Materials 200pts |
Sharpness +20 | 5 | 20000z | |
Rampage Slot Upgrade I | Afflicted Dire Bone x3 Afflicted Materials 50pts |
Rampage Slot level +1 | 4 | 5000z | Only available to weapons with non-Level3 Rampage Slot |
Shelling Level Boost I | Afflicted Dire Fang+ x2 Afflicted Dire Dragon Blood x2 Afflicted Materials 100pts |
Shelling Level +1 | 2 | 10000z | Only available to Gunlance |
Shelling Level Boost II | TBA | Shelling Level +2 | 3 | TBA | Only available to Gunlance with Shelling Level 6 |
Armor Qurious Crafting[]
Players can spend obtained Amber Essences to obtain a completely randomized augmentations onto the armor piece, both positively and negatively.
Mechanics[]
For each time the Armor Qurious Crafting is performed onto an armor piece, that armor piece can obtain up to 7 augmentations. Augmentations received are determined by the amount of remaining Budget on that armor piece. Different rarity has different amount of starting Budget, with Rarity 8 having the most.
Augmentations can be both Positive and Negative Positive Augment - These augmentations will consume the Budget of the armor piece. This includes;
- Increased Defense
- Increased Elemental resistance (Separately)
- Increased Decoration slots amount and/or level
- New Skill(s) obtained
- Increased level of existing Skills
Negative Augment - These augmentations refund the Budget of the armor piece, increasing the amount of the Budget in the process. This includes;
- Decreased Defense
- Decreased Elemental resistance (Separately)
- Decreased level of existing Skills, sometimes to the point of "Removal" (Become Lv 0)
Method[]
Augment[]
“ | Use materials and money to Augment armor via Qurious Crafting. (Results are random.) | „ | |
- Augment |
Introduced in Monster Hunter Rise: Sunbreak's First Title Update along side the Qurious Crafting itself.
The result of this method of augmentation is completely random.
Augment: Stability[]
“ | A stable augmentation with no negative effects where a large increase in defense is more likely to occur. (Skills will not change.) | „ | |
- Augment: Stability |
Introduced in the Third Title Update along side the Augment: Skill+.
This method focuses more on the defensive capacity of the armor, high chance of greatly increasing Defense, while also has no Negative Augments nor affecting the existing Armor Skills.
Augment: Skill+[]
“ | An augmentation that lowers resistance and some skills in exchange for triggering superior skills more easily. | „ | |
- Augment: Skill+ |
Introduced in the Third Title Update along side the Augment: Stability. It is unlocked at AR 121.
This method requires a greater amount of Amber Essences, which results in a high chance of obtaining Decreased Elemental Resistance and Decreased Skill Level, in exchange for obtaining a hard-to-obtain, highly valuable skill.
Special Cases[]
Due to the effect of the Skill Stormsoul, which increases the level of other naturally present skills' level by up to 2 at level 5, presents on both Ibushi and Narwa armors, these armor pieces can not obtain new skills for balancing issue.