Skip to main content

Hunting Together RPG Monster Drops: What Monsters Drop and How to Keep the Loot You Want

Last updated:

Monster drops in Hunting Together RPG: refine ores, cards, gear, potions and currency — what each is for, and how Pickup Filters, targeting, range and pets help you keep the loot you want.

Quick answer

Monsters in Hunting Together RPG drop refine ores, monster cards, gear, potions and currency. To keep the loot you want, open the auto-attack settings from the gear icon next to the sword button, set Pickup Filters for the item types and rarity tiers you want, and use Monster Selection to control which monsters your character fights.

  • Pickup Filters auto-collect gear, monster cards, potions and currency — filter by rarity tier, or collect all tiers and sell the extras in town.
  • Monster Selection toggles specific monster types in your current zone, with separate switches for Leader-types, Mini-Bosses and Bosses.
  • Roam and Fight versus Position decides whether your character chases targets across the map or holds a fixed area.
  • Pets collect dropped items over a wide radius, adding another layer of automatic pickup.

Monster loot in Hunting Together RPG comes from several systems that share the same kill. Some drops feed weapon refining, some slot into equipment, some are picked up automatically and sold, and one category becomes a permanent stat bonus once you finish a zone. Knowing which drop does what makes the auto-attack controls easier to set, because those controls decide what your character fights, what gets collected and where the farming happens.

What monsters drop

The item categories that come from monsters are refine ores, monster cards, gear and potions. Defeated monsters also give currency. Each category feeds a different part of character growth, which is why they need different handling.

DropWhat it is for
Refine oresUpgrading weapons at the blacksmith
Monster cardsSlotting into equipment for stat increases; collecting a whole zone's cards adds permanent Adventure Book bonuses
GearEquipment drops that Pickup Filters can collect automatically
PotionsPotion drops that Pickup Filters can collect automatically
CurrencyMoney from defeated monsters, which Pickup Filters can also collect

Monster cards are the long-term drop

Every monster in the game drops a card, and card drop rates range from 0.1% to 1%. The exact rate depends on the monster, so a card is rarely the thing you walk away with after a short session; it is the rare drop that turns up while you work through everything else.

A card slots into equipment and grants flat attack, agility or percentage damage increases. Equipping duplicate cards is restricted. The bigger payoff is collection: collecting every monster card in one zone unlocks permanent bonus stats in your Adventure Book, such as extra physical attack and magic attack. That makes cards a zone-completion project as much as an equipment upgrade. If you are already farming monsters in one area, the cards that drop there build toward a bonus you keep after you leave.

Because the rate range is so wide, completing a zone's card set means repeated kills of the monsters in that zone. Monster Selection, covered below, is the control that decides which of those monster types your character engages.

The monster cards guide covers the card system itself, and the Adventure Book guide covers the collection bonuses.

Refine ores feed blacksmith upgrades

Monsters drop refine ores, and you use them to upgrade weapons at the blacksmith. Refining carries a specific risk: failing a +9 to +10 upgrade lowers the item to +8. A protection stone prevents that penalty and keeps the weapon at +9 when the attempt fails.

So refine ores are a drop that converts into weapon progress, and the +9 to +10 attempt is the point where a failure can cost you progress you already have. If you are farming ores for that attempt, a protection stone is the supported way to avoid losing the upgrade level on a failed try.

The refining guide covers the blacksmith side in more detail.

Gear, potions and currency

Gear and potions are the everyday drops that appear alongside the rarer finds. Both are among the item types Pickup Filters can collect automatically, together with monster cards and currency. Defeated monsters also give currency directly.

Collecting all rarity tiers also produces extra items to sell at town merchant shops, which is the supported way to earn extra cash from pickups you would otherwise leave behind.

How to keep the loot you want

The controls that decide what happens to dropped loot live in the auto-attack settings panel. Clicking the gear icon next to the sword button opens it. The panel's Monster Selection, Pickup Filters and Range and Movement options are separate decisions, and together they determine what your character fights, what gets collected and where the farming happens.

Data table

Control
Monster Selection
What it decides and the options
What your character fights: specific monster types in the current zone, with separate on/off switches for Leader-types, Mini-Bosses and Bosses.
Control
Pickup Filters
What it decides and the options
What gets collected: gear, monster cards, potions and currency, filtered by rarity tier or collected across all tiers.
Control
Range and Movement
What it decides and the options
Where the farming happens: the distance slider sets the targeting radius, and Roam and Fight chases targets across the map while Position holds a fixed area and returns the character to the center if pushed out.

Pickup Filters decide what is collected

Pickup Filters automatically collect gear, monster cards, potions or currency. You can filter item pickups by rarity tier, or collect all tiers to earn extra cash by selling at town merchant shops.

Those two modes serve different goals. Filtering by rarity tier keeps automatic collection aimed at the tiers you actually want, while collecting every tier produces more to sell in town. The filter choices apply to automatic item collection, so they are part of how auto-attack behaves rather than a one-off setting you change only when looting by hand.

If cash from surplus is the goal, the gold farming guide covers the money side; the auto pickup settings page covers the filter controls.

Monster Selection decides what you fight

Monster Selection toggles targeting for specific monster types in your current zone. You can also turn targeting for Leader-type monsters, Mini-Bosses and standard Bosses on or off separately.

That separation is the useful part. A player chasing an ordinary monster's card can leave that type enabled while deciding separately whether the character should engage Leaders, Mini-Bosses or Bosses. The toggles are per type and per category, so you can keep the character focused on the monsters that produce the drop you want without the auto-attack pulling it toward something else in the same zone.

The auto battle targets page and the monsters guide go into targeting further.

Range and Movement decide where you farm

The distance slider adjusts the targeting radius circle. With the movement option set to Roam and Fight, your character wanders across the map to chase targets. With Position selected, your character stays inside a fixed area and returns to the center if pushed outside.

The distinction is where the character goes. Roam and Fight moves it across the map after targets; Position keeps it working inside a fixed area and pulls it back to the center if something pushes it out. Which one suits you depends on whether you want the character covering ground or holding a spot. Because the setting changes where kills happen, it also changes where drops appear and where collection has to reach.

Pets extend collection over a radius

Pets assist by automatically collecting dropped items over a wide radius. They work alongside Pickup Filters: the filters decide which item types are collected, while a pet extends the area over which dropped items are gathered. If your character is roaming rather than holding a fixed position, that wide pickup radius is what keeps collection from depending only on where the character happens to stand.

The pets guide covers the pet side.

Reading the controls as one setup

The panel answers the two halves of the loot question. Pickup Filters and pets determine what you keep from the drops that appear. Monster Selection and Range and Movement determine what you fight and where. Set the targets first if you are chasing a particular monster's card or gear, then set the filters to match what you want to collect from those kills. If the goal is cash, collect all tiers and sell the surplus in town; if the goal is a focused equipment search, narrow the rarity filter instead.

Rewards that are not item drops

Not everything worth tracking while farming comes out of a monster's drop table. Defeating 1,000 rabbits unlocks a rideable rabbit mount that increases map movement speed. That is a kill-count reward rather than a drop, but it runs on the same activity: the rabbits you defeat while collecting loot also count toward the mount.

A practical farming routine

The supported controls fit together in a short routine:

  1. Decide which drop you are after: a specific monster's card, refine ores for a weapon upgrade, or gear and cash from ordinary pickups.
  2. Work in a zone that contains the monsters that drop it, and open the auto-attack settings with the gear icon next to the sword button.
  3. Use Monster Selection to keep the relevant monster types enabled, and set Leader-type, Mini-Boss and Boss targeting according to whether you want those fights.
  4. Set Pickup Filters by rarity tier, or collect all tiers if you want extra cash from selling at town merchant shops.
  5. Choose Roam and Fight to chase targets across the map, or Position to hold a fixed area with automatic return to the center.
  6. Keep a pet out for wide-radius collection, and save protection stones for +9 to +10 refining attempts.

These settings shape what your character fights and what gets collected; the drop categories above tell you what is possible, and the settings decide how much of it you actually collect.

For the wider context, the beginner guide, equipment guide and progression guide cover the systems these drops feed.