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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.