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Fainting, or carting, has numerous effects in Monster Hunter Wilds, both good and bad. Learn more about what happens when you faint, including the death penalty, here!
List of Contents
| Fainting Effects |
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Whenever you faint, a third of the reward money is deducted from your final reward as a penalty.
For example, if the quest has an initial reward of 3,000 Zenny, and you faint twice, two-thirds of the the reward will be removed, bringing your final reward to 1,000 Zenny.
If you are playing online with other hunters, the reward money will also decrease if other hunters faint.

Some quests, like the Arkveld hunt during Open Beta 2, have increased fainting allowances, allowing players to faint more than three times (in this case five times).
When the fainting allowances increases, the Zenny deduction is adjusted accordingly to match the increased fainting allowance.
After fainting enough times, your final reward will be reduced to 0. When that happens, you automatically fail the quest.
Whenever you faint, you are brought back to the nearest camp and healed to full HP. The downside of this is that if you do not have a nearby pop-up camp, you may end up being revived across the map, forcing you to travel a long distance to get back to your target.

Some Armor Skills activate whenever you faint, usually providing powerful buffs to help you with your hunt.
One such skill is Fortify from the Inspiring Pelt Group Skill, which increases your Attack and Defense whenever you faint.

Unlike in previous games where your Food Skills disappear after fainting, buffs now stay active even after fainting. They are now instead time-based, so they will stay in effect no matter how many times you faint, so you don't need to eat a meal again each time you are knocked out.

In Monster Hunter games, players who faint are brought back to camp on a cart pulled by Felyne medics. Because of this, carting has become the term used by veterans of the game to refer to hunters who faint during quests.

What Happens When You Faint?



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