Hunting Together RPG Quests Guide: Repeatable Hunts and Party Kill Sharing
Repeatable hunting quests are forty-monster zone eliminations. See how to keep them running for leveling and how party members can advance the same kill count.
Quick answer
Repeatable hunting quests in Hunting Together are forty-monster elimination quests tied to the game's zones. Accept one and keep it active while you hunt in its zone — an active zone quest helps your leveling speed. Party members can advance the same quest's kill count only when each of them meets all of these conditions:
- Each member has accepted that same hunting quest
- Each member meets the quest's level requirement
- Each member attacks the matching target
What a repeatable hunting quest asks of you
Hunting Together's repeatable quests are elimination tasks built around a zone: the goal is to defeat forty monsters, and the quest can be repeated rather than being a single one-off objective. That format makes them a natural companion to ordinary zone grinding. Keeping active zone quests running helps your leveling speed, so the useful habit is to have a hunting quest accepted whenever you settle into a zone, rather than treating quests as a separate detour from fighting.
Because the requirement is a monster count, the quest rewards time you were already spending on combat. You fight the zone's monsters, the count fills, and the quest can come around again. The zone setting matters because the quest is attached to that area's hunting rather than to a one-time destination.
How party members share one quest's kill count
Being in the same party is not the same as sharing quest progress. For party members to advance the same quest's kill count, three conditions apply at once:
- Each member has accepted the relevant hunting quest. The quest needs to be active on that member's own character, not just held by someone else in the party.
- Each member meets the quest's level requirement. A member who does not qualify for the quest cannot meet the sharing rule.
- Each member is attacking the matching target. The group needs to fight the monster the quest asks for; attacks on a different monster do not match the quest's target.
When those conditions are met, party members attacking the matching target can also advance the same quest's kill count. In practice, a group that hunts the quest's monster together can move several members' counters during the same stretch of fighting. The sharing is conditional, though: a member who has not accepted that quest, does not meet its level requirement, or is attacking something else is outside the rule.
This is why it helps to settle the quest setup before the killing starts. If everyone accepts the same hunting quest and checks the level requirement first, the party can spend its time on the shared target instead of discovering partway through that one member's counter is not moving.
Party size, EXP and drop bonus
A party can hold up to six players, and its members share combat gains. The party menu shows an EXP and drop-chance bonus of +2% per person; a full 6/6 party displays EXP +12%. That gives you a simple way to confirm the group is actually assembled as intended — check the party menu for the bonus rather than assuming a full group is in place.
The bonus and the quest sharing are separate systems that run alongside each other. The EXP and drop-chance bonus comes from party membership and size, while quest credit comes from the acceptance, level and target conditions described above. A full party hunting the same quest target is therefore working on both at once: the kill count advances for each qualifying member, and the group receives the party bonus shown in the menu.
Loot distribution: Classic and Share
Inside a party, loot distribution can be switched between two settings:
| Setting | How item drops are assigned |
|---|---|
| Classic | Drops go to the player who deals the highest damage |
| Share | Item drops rotate among members in sequence |
Classic rewards the highest damage dealer, while Share cycles drops through the party in order. Both settings concern item drops. Quest kill sharing is handled by the three quest conditions described earlier, so set loot distribution according to how the group wants drops handled.
A quick routine for a shared hunting session
- Choose the zone hunting quest your group wants to work on.
- Have every member accept that same quest on their own character.
- Check that each member meets the quest's level requirement.
- Form the party — up to six players can join and share combat gains.
- Hunt the quest's matching target in its zone and keep the zone quest active.
- Check the party menu for the EXP and drop-chance bonus; a full 6/6 party shows EXP +12%.
- Set loot distribution to Classic or Share according to how the group wants drops handled.
Where to go next
For the surrounding progression loop, see the Hunting Together RPG beginner guide and the leveling guide. The party guide covers group play in more detail, and party loot sharing explains drop distribution. If you need help identifying the monsters a quest names, the monsters guide is the companion reference.
Related Guides
Leveling and Party EXP
Set party EXP sharing, use the per-member bonus within a 10-level window, and follow level-tiered hunting zones from the forest onward.
Create or Join a Party
Form a six-player party, invite friends from the server list, switch EXP distribution to share, and understand party EXP across level gaps.
Choose Auto Battle Targets
Uncheck unwanted monsters in the current area's target list, adjust range and movement, then hunt only the targets you chose.
