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Hunting Together RPG Equipment Guide: Gear Types and How to Judge a Drop

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Weapons, armor, rings, monster cards and weapon skins, plus how to read ATK, stat color and main stat when deciding which Hunting Together RPG drop to equip.

Quick answer

Hunting Together RPG's gear is weapons, armor and rings, with monster cards slotted into that equipment and Halloween weapon skins changing how a weapon looks. Judge each new piece on its ATK value, the color of its stats and whether it carries your build's main stat, then refine the piece you keep.

  • Weapons, armor and rings are the base items you craft, wear, refine and reroll.
  • Monster cards slot into gear and add flat attack, agility or percentage damage.
  • One creator reports that the same ring can be used for all physical classes; a magic build needed different gear.

What the gear system is made of

Hunting Together RPG equips a character through more than one kind of item, and the pieces do different jobs.

Gear kinds at a glance

Base items

Weapons, armor and rings

The base items: craft them or take them off a monster, then wear, refine and reroll them. The game's description presents refining weapons and armor as a core feature.

Slots into gear

Monster cards

Attach to those items instead of replacing them: every monster drops a card, and cards slot into equipment.

Cosmetic

Halloween weapon skins

The appearance layer on top: they come from the Halloween Gacha, cover the six classes listed in the Halloween update and change how a weapon looks.

The base items carry your own stats and are the ones you invest in. A creator broadcasting from the game describes crafting and wearing weapons, armor and rings. A skin is a look for the weapon you are already carrying .

The rest of this guide focuses on the base items, because that is where the keep-or-replace decision actually happens.

Reading a drop: ATK, stat color, main stat

The most concrete example comes from a creator sizing up a piece that had just dropped for him. He calls its ATK “crazy”, then adds the condition that keeps it from being perfect: “if it were orange, it would be absolutely perfect.” Two different qualities are being weighed in one sentence — the size of the attack value, and the color of the stat line. A big ATK roll with the wrong color was still not a perfect item in his eyes.

So when two pieces of the same kind are in front of you, look at both signals. The ATK number tells you how hard the piece can hit; the stat color tells you how good that roll is considered to be. A piece can win on one and lose on the other, and that gap is usually what decides whether you keep it, reroll it or move on.

The second question is whether the piece is feeding the stat you actually build around. After equipping an HP-boost item, the same creator decides the HP boost “isn't good” and says he needs to wear main-stat gear instead. That is one player's verdict on one item rather than a rule about every HP piece, but the reasoning is worth copying: a bonus you are not building around competes for the slot against the stat your damage comes from. In his case the HP boost lost that comparison and the main-stat piece won it.

Main-stat gear can also be gated behind progression. In the same session he says he needs the main-stat gear but is not level 99 yet, and plans to sort it out before entering the dungeon. At least some main-stat equipment is therefore tied to reaching level 99 — so if a piece looks like your ideal item but will not go on, check its level requirement before you build a plan around it.

Rings, crit builds and why your class changes the answer

Rings are the clearest example of a piece whose value depends on the build it feeds. The creator argues that “building a physical build is more worth it”, because “in the end, you have to play a crit build”, and that rings “can all be used for crit builds.” He goes further: “you can use the same ring for all physical classes.” He was playing a magic build at the time and had started making gear for a rogue — a Thief — instead.

Two practical distinctions come out of that. First, a ring you invest in can follow you between physical classes, because the crit-oriented ring choice is shared across them. Second, moving from a magic build to a physical one is not a small gear tweak: it means making gear for the new role, which is exactly what he starts doing. The “more worth it” line is his own assessment of which build pays off; the gear consequence is the part that affects what you craft next.

Your class is the input that decides which side of that line you are on. The game's description lists eight classes: Swordsman, Mage, Archer, Thief, Cleric, Merchant, Samurai and Alchemist. Because a physical build and a magic build want different gear, knowing your class and build before you craft keeps you from making a piece for a character you are not going to play. The class list and stats and builds pages go further into the classes themselves.

Monster cards are a second layer on the same equipment

Cards are the part of the gear system that is easy to overlook, because they do not look like gear. Every monster in the game drops a card, with drop rates between 0.1% and 1%, and cards slot into equipment to grant flat attack, agility or percentage damage increases. Equipping duplicate cards is restricted, so the decision is which bonus a given piece should carry rather than how many copies of the same card you can stack.

There is a longer-term reason to collect them too. Collecting every monster card in a zone unlocks permanent bonus stats in the Adventure Book, such as extra physical attack and magic attack. Those bonuses are separate from any single equipped item, which makes finishing a zone's card set a goal of its own alongside the gear you are farming there. The monster cards guide covers the collection side in more detail.

Refining and rerolling the piece you decide to keep

Once a drop passes the ATK, color and main-stat test, the next decisions are how far to push it and whether to change what it rolled.

Refining happens at the Blacksmith and uses refine ores that monsters drop. The dangerous step is +9 to +10: a failed attempt drops the item to +8. A protection stone prevents that penalty and keeps the weapon at +9 when the attempt fails. The creator's ring upgrade shows that rings can be refined the same way — and it also shows the mistake to avoid, when he realises mid-upgrade that he forgot to press the protection stone. Before the +9 to +10 attempt, select the protection stone first.

Rerolling is the alternative to accepting the roll you got. The game's description lists “reroll options” alongside refining weapons and armor as a way to build your own playstyle. It is optional in practice: the creator's dropped item had good enough stats that he did not reroll them at all. Rerolling is for a piece that is close to right; a drop can be worth keeping exactly as it fell. The refining guide goes into the upgrade side in more depth.

Weapon skins change how a weapon looks; the material does not describe stat changes on skins.

Halloween weapon skins come from the Halloween Gacha and cover the six classes listed in the Halloween update. They change how a weapon looks; the material does not describe stat changes on skins. The Halloween Gacha page covers how the skins are obtained.

Gear is one of three things raising your power

It helps to know where equipment sits in the wider progression. The wiki describes character power as scaling through weapon refinement, card collection and the level 99 Extra system. At level 99 on a class you can switch to another class at level 1 while keeping access to passive skills from the maxed class, and the Extra interface lets you equip up to six passives unlocked from your level 99 classes.

That matters for gear decisions in two ways. Refinement and card collection sit on the same power curve as the item itself, which is why a good base piece is worth pushing rather than immediately replacing. And the level 99 gate from earlier lines up with the passive layer: the point where main-stat gear opens up is also the point where the Extra system becomes available, so a character at 99 has more than one route to getting stronger. If you are still working toward that point, the beginner guide and progression guide cover the earlier steps.