Decorations and Hunter skills Monster Hunter Generations Guide
Last update: 06 September 2016
The choice of weapon/armor's class and Hunting Style is not the end of customizing your character. Almost every part of armor and each weapon has slots, into which you can place decorations. The amount of free slots depends on the particular item. The right choice of decorations will unlock skills that can be compared to "perks" from classic RPGs. It's a system somewhat related to the Matter adjustments in Final Fantasy games.
Each armor and talisman have a default value of a given skill (or a couple of them). In order for a skill to be activated the sum of its points derived from the default value and used decorations has to be equal to 10 or higher. Skills activated in such way work without limitations and do not require additional actions to be used. It can be anything: from quicker health regeneration to total immunity to some attacks of monsters.
There are dozens of such skills in Generations and it would be hard to show the full list in this short guide, but they all have been described in the game. At the end of the guide you will find a list of sources that can be used to learn more about the skills as well as all other topics we have and will discuss. Only after combining the right weapon, armor, Hunter Style and Hunter Arts, plus decorations, can the full potential of the character be unlocked. It's a process requiring a lot of time and engagement, but is very satisfying and gives a huge advantage during hunts.
The weapons you own, as well as decorations, can be changed in the chest in the house.