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Hunting Together RPG Beginner Guide: Your First Hunt

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What to do first in Hunting Together: pick a class, configure the auto-attack panel, run 40-monster quests and party up for EXP and drop bonuses.

Quick answer

Pick a class on the game map, grab a weapon in the starting village, and head into the level 1-8 forest with the zone's repeatable 40-monster elimination quest running. Before you go, open the auto-attack settings with the gear icon beside the sword button, decide which monsters to target and what to pick up, and join a party if you can: each member adds a 2% bonus to experience and item drop rates, up to 12% with six players.

  • Set up the auto-attack panel with the gear icon next to the sword button: Monster Selection, Pickup Filters, and Range and Movement.
  • Keep the zone's repeatable 40-monster elimination quest running while you hunt.
  • Party up to six players for the EXP and drop-rate bonus, and agree on Classic or Share loot distribution.

Hunting Together is a fantasy MMORPG set on floating sky islands. A new player takes a weapon and starts their adventure from a cozy sky-island village, then hunts monsters across zones that include forests, deserts, snowfields and a volcano, collecting monster cards that slot into gear. Your first hunt sits inside that same zone loop: choose a class, set up auto-attack, take the zone's repeatable quest, and let the character fight and collect while you learn the map.

Your first hunt, step by step

Checklist

  • Pick your class

    You choose your class on the game map. The October beginner guide covers six classes with their own combat ranges, survival profiles and stat focuses; the class section below explains the survival trade-offs.

  • Open the auto-attack settings

    Click the gear icon next to the sword button.

  • Set Monster Selection

    Turn targeting on or off for monster types in your current zone, and separately for Leader-type monsters, Mini-Bosses and standard Bosses.

  • Choose Pickup Filters

    Automatically collect gear, monster cards, potions or currency. Filter pickups by rarity tier or collect all tiers.

  • Set Range and Movement

    Use the distance slider for the targeting radius circle. Roam and Fight wanders after targets; Position holds a fixed area and returns you to the center if pushed out.

  • Take the zone quest

    The early loop is repeatable 40-monster elimination quests.

  • Join a party

    Up to six players share combat gains; each member adds 2% to EXP and item drop rates, up to 12% at six.

  • Hunt the level 1-8 forest

    Rabbits and low-level beasts are the starting zone's monsters.

Those items cover the four pieces of the first-hunt setup: the class you bring, the way auto-attack behaves, the group you join and the quest that keeps the loop moving.

Choose a class that matches how you want to survive

Class selection happens on the game map. The October beginner guide describes six distinct classes, each with its own combat range, survival profile and stat focus. Its role notes give you a practical starting point:

  • Swordsman: highest baseline defense, which lets beginners withstand boss attacks directly.
  • Thief and Archer: high damage from the start, but both have low baseline health, so you have to dodge monster attacks.
  • Cleric: helps groups with healing and a Second Down resurrection skill.
  • Merchant: speeds up how quickly you earn currency during standard farming loops.

The game's developer description lists eight classes - Swordsman, Mage, Archer, Thief, Cleric, Merchant, Samurai and Alchemist - with Samurai and Alchemist described as new classes. Check the live class screen for the full current roster; the classes guide and best class pages cover it.

Set up the auto-attack panel before you leave

The auto-attack panel is the early interface to set before anything else, because it governs what your character does when you are not steering every action. Click the gear icon next to the sword button to open it. The panel has three groups of controls:

Data table

Panel group
Monster Selection
What it controls
Turns targeting on or off for specific monster types in your current zone, and separately for Leader-type monsters, Mini-Bosses and standard Bosses.
Panel group
Pickup Filters
What it controls
Automatically collects gear, monster cards, potions or currency; pickups can be filtered by rarity tier or collected across all tiers.
Panel group
Range and Movement
What it controls
The distance slider sets the targeting radius circle. Roam and Fight makes your character wander the map after targets; Position keeps your character in a fixed area and returns it to the center if pushed out.

Monster Selection decides what counts as a target. Because targeting is toggled per monster type in the current zone, the mix can be changed whenever you move to a new area, and the separate Leader, Mini-Boss and Boss toggles let those categories behave differently from ordinary monsters. Recheck this when you change zones.

Pickup Filters decides what reaches your inventory without a manual click: gear, monster cards, potions or currency. You can filter pickups by rarity tier, or collect all tiers. That is the difference between a hunt that gathers everything that drops and one that gathers only the tiers you chose.

Range and Movement covers reach and route. The distance slider sets the targeting radius circle your character works inside. Roam and Fight makes your character wander across the map after targets. Position locks your character inside a fixed area and automatically returns it to the center if it gets pushed outside. Roam and Fight covers ground; Position holds one spot.

For the rest of the automation setup, see the auto battle guide.

Party up and agree on the loot rule

The October beginner guide treats grouping as part of the early leveling habit, and the bonus explains why. Forming a party allows up to six players to share combat gains. Each member adds a 2% bonus to experience gains and item drop rates, reaching a maximum 12% in a full six-player group. Mixed-level groups have one rule to watch: if the gap between party members is more than 10 levels, the experience bonus drops by 1.5% to 5% per level, up to a maximum 30% reduction.

Inside the party, loot distribution can be switched between two settings. Classic awards drops to the player who deals the highest damage. Share rotates item drops among party members in order. Agree on the setting before the hunt so everyone knows how a drop will be assigned; the party guide covers the wider group setup.

Make the repeatable quest your early loop

The early progression loop is repeatable forty-monster elimination quests. The beginner guide says leveling speed depends heavily on grouping with other players and keeping the active zone quests running. That makes the party and the quest two parts of one habit: keep a zone quest active while auto-attack handles the fighting, and renew it as each batch of monsters is finished.

Your starting ground is the level 1-8 forest, where the monsters are rabbits and low-level beasts. The quests guide and leveling guide cover the loop beyond that first zone.

Know what comes after the starting forest

Progression runs through level-tiered zones separated by gatekeeper bosses, so the forest is the first band of a longer route. The guide's level bands are:

Data table

Levels
1-8
Zone or gate
Starting forest
What to expect
Rabbits and low-level beasts.
Levels
9-16
Zone or gate
Second wilderness zone
What to expect
Boars and lizards.
Levels
17-24
Zone or gate
Transition zone
What to expect
Leads toward the first major town.
Levels
25
Zone or gate
Gorilla King boss gate
What to expect
Blocks progress to the next territory; defeating it opens the way to the town and its surrounding fields.
Levels
34, 42 and 50+
Zone or gate
Intermediate elemental maps
What to expect
Lead into the desert city, where monster affinities change.

The Level 25 Gorilla King sits at a boss gate: until it falls, the town and its surrounding fields stay closed. The level 34, 42 and 50+ maps lead into intermediate elemental areas and then the desert city, where monster affinities change. The locations guide and bosses guide cover those areas when you reach them.

What else the early loop feeds

Monster cards are collected from hunts and slotted into gear, so the card option in Pickup Filters is a long-term collection path rather than only extra inventory. The developer description also lists Gear Tier I-V, refine, auto-hunt and pets among the game's systems, so those are names you will meet as the village loop expands.

Before you move on

The setup a first hunt needs fits in the village: a class whose survival profile you understand, an auto-attack panel configured for the zone, a party with an agreed loot rule, and an active repeatable quest. Once the forest loop is running, the progression guide is the natural next read. If you want to check for any active freebies before setting out, the Codes page is kept separately.