Hunting Together RPG Adventure Book Guide: Zone Card Collections and Permanent Bonuses
Completing a zone's monster card collection unlocks permanent Adventure Book stats such as extra physical and magic attack. Here is what counts as the collection and what you have to do to earn the bonus.
Quick answer
Completing a zone's monster card collection unlocks permanent stat bonuses in your Adventure Book, and extra physical attack and magic attack are the examples the material gives for those bonuses. Earning them means hunting a single zone's monsters until every card from that zone has dropped. Card drop rates run from 0.1% to 1%, so a finished set is a long farm rather than a quick stop.
- The trigger is collecting all of a zone's cards, not equipping them.
- Every monster in the game drops a card, so a zone's whole monster roster is your target.
- A partly collected set has not paid out yet; each completed zone is its own permanent addition.
What a completed zone set gives you
Collecting every monster card from one zone unlocks permanent bonus stats in your Adventure Book. "Permanent" is the word to hold onto here: this is a lasting stat increase recorded in the book, not a temporary effect that wears off after the hunt. The two concrete examples given for those bonuses are extra physical attack and magic attack. They are presented as examples rather than a complete list, and because they span both a physical and a magic stat, the reward is not limited to a single damage type.
The rule is written around a single zone's set, so that zone is the unit of progress. Finishing one zone's cards is what triggers that zone's bonus, and a partly collected set does not pay out until the last card is in. Each zone you complete is therefore its own permanent addition to the Adventure Book rather than a fraction of one overall total.
What counts as the zone's collection
Every monster in the game drops a card, and those drops sit between 0.1% and 1%. The cards are exactly what the Adventure Book counts: the zone bonus is checking whether you have collected all of that zone's monster cards, so your target is the full monster roster of the zone you are hunting.
That has a practical consequence. You cannot finish a zone set by repeatedly farming a single monster you have already collected; every monster in the zone has a card that needs to drop for you at least once. The 0.1% to 1% band applies to those drops, which is why card completion is farming content. Each card is a low-probability drop, and the set only completes when the last one arrives.

How to earn a zone bonus
Checklist
- Commit to one zone
The bonus is tied to a single zone's set, so spreading your hunting across several zones produces several partial sets instead of a completed bonus.
- Hunt every monster in the zone
Every monster drops a card, so each monster in the zone is part of the set, not just the one you happen to farm.
- Keep going until the final card drops
With rates from 0.1% to 1%, the last cards are the slow part. The set is finished only when every card from the zone has dropped.
- Check the Adventure Book for the unlocked stats
The permanent bonus is recorded there. Extra physical attack and magic attack are the named examples.
Equipped cards and completed sets are different bonuses
A monster card does two separate jobs, and only one of them feeds the Adventure Book.
Placing a card into equipment grants flat attack, agility or percentage damage increases. Those are slot bonuses, and they belong to the equipped card; equipping duplicate cards is restricted, so the same card cannot be stacked through multiple slots.
The Adventure Book bonus comes from a different trigger. It is unlocked by collecting all of a zone's cards, not by a card's equipped effect. That means the two roles can be planned separately: a card sitting in equipment is doing its slot job, while the zone set is judged on whether the full collection is complete. Completing the set is what turns a pile of individual card drops into a permanent stat bonus. The equipment guide covers gear and slots, and the monster cards guide covers the cards themselves.
Equipped card bonuses and Adventure Book set bonuses
| Card use | What unlocks it | What it gives | Restriction |
|---|---|---|---|
| Card placed in equipment | Slotting the card into gear | Flat attack, agility or percentage damage increases | Duplicate cards cannot be equipped |
| Adventure Book zone set | Collecting every monster card from one zone | Permanent bonus stats such as extra physical attack and magic attack | Requires the full set from that zone |
Where card collection fits in your character's power
Card collection is one of the three power sources the material names for a character, alongside weapon refinement and the level 99 Extra system. That placement matters: a completed zone set is a passive stat gain that sits in the background while you work on gear and classes, rather than a step you clear once and move past.
Weapon refinement is a gear upgrade path, the Extra system is tied to reaching the level 99 cap, and card collection is the one that pays out through the Adventure Book. The two named example bonuses, extra physical attack and magic attack, are the kind of stats a damage-focused build cares about, which is why the card pillar sits alongside the other two rather than being treated as an optional side collection. If you are deciding how to sequence those projects, the progression guide covers the wider picture.
What a full-zone farm realistically looks like
A zone set is a long-horizon target. With card drops between 0.1% and 1%, each card in the set is unlikely on any single kill, and the set completes only when the last card drops. Because the trigger is the complete set, a zone that is mostly done has still not paid out — the bonus arrives at the end, not gradually with each card.
The reward being permanent makes the grind easier to justify: the stats stay in the book once earned, so the hunting is a one-time cost for a lasting gain. If you are new to the systems around it, the beginner guide puts cards, refinement and the Extra system in context, and the locations guide is the place to start when you are choosing which zone to work through next.
Related Guides
Monster Cards and Slotting
Learn how cards drop, what bonuses they give, how to slot them, the duplicate rule and the zone-set Adventure Book reward.
Where to Hunt Each Monster
Find monsters by level band, from starting forest rabbits and low-level beasts to elemental maps and Halloween Pumpkin Spiders.
