
Game intel
Monster Hunter Wilds
The unbridled force of nature runs wild and relentless, with environments transforming drastically from one moment to the next. This is a story of monsters and…
Monster Hunter crossovers aren’t new, but when Capcom taps Final Fantasy XIV, ears perk up. The last time these two traded blows, Monster Hunter: World got the brutally clever Behemoth hunt while FF14 players took on Rathalos with limited lives. That collab respected both games’ identities. So when Capcom used the TGS stream to confirm two FF14 jobs arriving in Monster Hunter Wilds-Dark Knight and Pictomancer-plus a beefy Title Update 3 on September 29, I paid attention. This isn’t just a costume pack; it’s new actions, a mission, and a timeline that sets the tone for the rest of Wilds’ post-launch year.
Capcom is translating FF14 “jobs” into Monster Hunter terms via gear sets with unique actions rather than brand-new weapon classes—smart, because Wilds’ combat thrives on its established arsenals. Equip the Bale Armor set and you’re effectively role-playing a Dark Knight: the iconic Blackest Night barrier and the Shadowbringer blade skill are baked in as a unique action and weapon skill respectively. If you’ve tanked in FF14, you know Blackest Night is more than a pretty name—it’s a well-timed shield that changes how you survive punishment. If Capcom nails the timing windows and stamina/guard economy, this could create an interesting survivability playstyle without breaking balance.
Pictomancer is the wild card. In FF14’s Dawntrail, “painter mage” is all about conjuring motifs—Pom, Wing, Mog of the Ages—and unleashing stylized magic. In Wilds, that translates to paintbrush-driven spell effects that should read clearly in the chaos. The question is whether those spells are purely visual reskins atop existing mechanics or genuinely new interactions (status setups, crowd control, terrain synergy). Capcom says “bring their paintings to life,” which sounds more substantive than a shader swap. If Pictomancer ends up enabling elemental or motif-based combo routes with allies, this could be a sleeper co-op favorite.
There’s also a new mission tied to players who’ve finished the main quest “What Lies Ahead.” Translation: if you’ve been dabbling, now’s the time to push the story. I’m fine with gating crossovers behind mid-to-late progression; Monster Hunter shines when collabs become endgame toys rather than power creep for early hunters.

This caught my attention because FF14’s combat design thrives on readability and rhythm—the same principles that make tough Monster Hunter fights sing. Bringing in Dark Knight and Pictomancer could deepen squad roles without turning hunts into MMO tank/healer/DPS bingo. And yes, Yoshi-P’s story about this collab starting after a night of drinking is on brand; some of the most daring crossover ideas start as jokes in a bar, then survive because they genuinely fit.
On the other hand, paid cosmetics are the predictable tax. Four gestures are free (including the Cactuar pose), but Cosmetic DLC Pack 3 locks extra style—fox tail/ears, Palico and Seikret outfits—behind a paywall. Capcom’s been fairly restrained compared to the industry’s worst offenders, selling fashion while keeping gameplay free. Still, I’d love to see crossover cosmetics included in a generous event track rather than piecemealed. At least pendants and gestures don’t impact DPS charts.
The big win is arch-tempered Nu Udra arriving October 22 as a permanent event quest. No FOMO nonsense, no login calendar anxiety. Arch-tempered variants traditionally demand clean execution, not just bigger numbers. If Nu Udra follows that blueprint—adjusted patterns, tighter rage windows, punishing tells—hunters get a worthy target to test those FF14-flavored kits. It’s also the third arch-tempered in Wilds, which shows Capcom is building an endgame ladder rather than a single difficulty spike.

Monster Hunter has a long memory. Gogmazios, teased for December 2025, is a deep pull from Monster Hunter 4 Ultimate—a tar-drenched siege elder that turned arenas into attrition puzzles. Bringing it back in Wilds suggests Capcom isn’t afraid to rework legacy monsters for modern systems. If Gogmazios closes out the year, it frames 2025 as Wilds’ “escalation arc”: fun crossover, then precision challenge, then a spectacle fight to end the season. That’s a smart cadence that keeps both casual and hardcore lobbies busy.
Title Update 3 landing on Monday, September 29, with Nu Udra following on Wednesday, October 22, gives Capcom a clean runway into December’s Gogmazios. If the FF14 sets feel meaningfully different—more than skins, less than new weapons—and arch-tempered tuning rewards mastery over meta cheese, Wilds is about to have a very healthy fall. If not, we’ll still get a stylish detour that celebrates two of gaming’s best combat systems colliding. Either way, hunters win.
Monster Hunter Wilds’ FF14 collab hits September 29 with Dark Knight and Pictomancer gear that add unique actions, a new mission, and cosmetics. Arch-tempered Nu Udra lands October 22, and Gogmazios is teased for December 2025—expect a strong endgame slate and a crossover that respects both games’ identities.
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