Hunting Together RPG Gold Farming: How to Earn and Spend Gold
Earn gold in Hunting Together RPG with Merchant bonuses, auto-combat Pickup Filters and town-merchant sales, then spend it on Blacksmith gear upgrades.
Quick answer
Farm gold with auto-combat and Pickup Filters, sell the collected items through money making at town merchant shops, and spend the proceeds on Blacksmith gear upgrades. The Merchant class is the option the beginner guide ties to gold bonuses and accelerating currency acquisition during standard farming loops.
- Pickup Filters automatically collect gear, monster cards, potions and currency; collecting all rarity tiers is the stated route to extra cash at town merchant shops.
- Merchant stat priorities are STR, ASPD and survivability, with ground smash attacks and gold bonuses.
- Blacksmith upgrades are 100% at levels 1 through 4; from level 5 the chance drops, and a failed attempt can drop an item to +4 unless a Protect Stone is used.
Gold farming in Hunting Together RPG is built from two supported choices: the class you bring to the farm and the auto-combat settings that decide what gets collected. The gold also has a clear destination: gear upgrading at the Blacksmith.
Pick the Merchant for a gold-focused loop
The beginner guide's class table describes the Merchant as a balanced melee fighter with ground smash attacks and gold bonuses, listing STR, ASPD and survivability as its primary stat priorities. The guide's class comparison adds the role that matters here: the Merchant focuses on accelerating currency acquisition during standard farming loops. That makes the class a farming choice rather than a separate mode — you keep the ordinary loop and add the class's currency bonus to it. The beginner guide puts the class table in context, and the stats and builds page carries the STR, ASPD and survivability priorities further.
Configure auto-combat to collect drops and currency
The earning side of the loop lives in the auto-attack settings panel, opened by clicking the gear icon next to the sword button. Pickup Filters there automatically collect gear, monster cards, potions or currency, so the character keeps gathering while auto-combat handles the fighting.
Checklist
- Open auto-attack settings
Click the gear icon next to the sword button.
- Enable Pickup Filters
Switch on automatic collection of gear, monster cards, potions and currency.
- Choose a rarity policy
Filter pickups by rarity tier to limit them, or collect all tiers for the town-merchant extra-cash route.
- Set Monster Selection
Toggle the monster types auto-combat targets in the current zone, including Leader-type monsters, Mini-Bosses and standard Bosses.
- Pick a movement mode
Roam and Fight wanders across the map after targets; Position holds a fixed area and returns the character to the center if pushed outside.
The rarity choice is the part that changes what the filter is worth: filtering by tier limits what is collected, so the extra-cash route depends on keeping the filter open to all tiers, and a narrower filter produces a smaller pool of items for the shop step. Monster Selection applies to the zone you are currently farming in, and Leader-type monsters, Mini-Bosses and standard Bosses can each be enabled or disabled independently. Monster Selection sets which monster types auto-combat targets in the current zone, and movement sets whether the character roams or holds position; Pickup Filters are a separate option in the same panel.
For deeper coverage of these controls, see the auto battle guide, the auto pickup settings page and the auto battle targets page.
Convert collected items into cash
Collecting all tiers only pays off when the items reach the shops. The route the guide gives is money making at town merchant shops, where the extra pickups become cash rather than staying in the inventory. This is the step that connects a full pickup filter to a larger gold balance: the filter brings in the items a tier limit would exclude, and the shop visit turns that stock into currency. Running the filter without the sale step leaves you with a fuller inventory, not extra gold.
Spend the gold at the Blacksmith
Gear upgrading is the supported use for the gold you collect. If you do not have premium, walk up to the Blacksmith and click to talk. Upgrading can be repeated from the Blacksmith, so the NPC remains useful as your currency balance grows.
The early levels are the straightforward part of an upgrade budget. Levels 1 through 4 are at 100% and are described as easy, with no difficulty. From level 5 the chance drops; in one player's upgrade session the narrator first said 50%, corrected himself to 60%, and the attempts began to fail. Those percentages come from that single session and are an example rather than a guaranteed rate, but the shape of the system is clear: early upgrades are certain, and later ones can fail.
A failed attempt can drop the item's upgrade level to +4 unless a Protect Stone is used. That is the risk to weigh when pushing an item past the early levels: the budget goes into attempts, and a failure can also take back progress already on the item. A Protect Stone is the protection against that drop, so deciding whether to use one belongs in the same budget as the upgrade attempts themselves.
For the surrounding gear systems, see the equipment guide, the gear crafting page and the refining guide.
What a late-game gold balance can look like
One player's example gives a sense of scale without turning into an earning rate. In a mid-to-late-game account, a player who had mainly gone AFK every day rather than crafting gear held about 21 million in currency. He described that as less than players who play every day, then set a 20 million budget to upgrade items. Treat it as one account's snapshot: it is useful for picturing a late-game upgrade budget, but it is not a gold-per-hour figure or a recurring yield.
Putting the loop together
The pieces connect in a straightforward order. The Merchant adds the class-level gold bonus; auto-combat keeps the character fighting in the current zone; Pickup Filters collect currency and the drops; collecting all tiers builds the stock for town-merchant money making; and the Blacksmith turns the resulting gold into upgrade attempts. The progression guide covers where this farming loop sits in wider character growth.
Related Guides
Refining and Protection Stones
See Blacksmith refining success rates by level, where gear starts to drop, and how Protection Stones protect an upgrade attempt.
Auto Pickup and Filters
Find automatic pickup inside Auto Battle, switch it on, choose item categories and set the five equipment quality filters.
Crafting or Blacksmith Upgrades
Understand gear crafting as Blacksmith upgrading: guaranteed success through level 4, failure risk from level 5, and Protect Stone coverage.
