Hunting Together RPG Party & Co-op Guide
Shared EXP at any level gap, stacked bonuses, roles, and when to group for bosses.
Hunting Together RPG is built around the promise in the title: you are supposed to hunt together. Parties share experience across any level gap, each member adds a small EXP and drop bonus, and gatekeeper bosses become dramatically more stable with mixed roles. This guide explains how co-op math works, what “full party” means on a ~13-player server, which roles matter, and when you should insist on a group versus when solo auto-combat is the smarter farm.
New accounts should still finish the HUD basics in Getting Started. Class fantasy and unlock paths live on Classes. Clear speed and potion timing live on Leveling. Boss telegraphs live on Bosses.
Shared EXP at any level gap
The official FAQ is blunt: friends at different levels can still party, and party EXP is shared at any level gap. That single rule changes the social contract. A level 80 hunter can pull a level 20 friend through a mid zone without “wasting” the run, and a veteran can help a fresh alt without creating a separate private server ritual.
Practical consequences:
- Dual-box or sibling accounts can progress on one schedule.
- Mentoring in public chat is real content, not charity.
- You should almost never refuse a party invite just because levels look uneven.
- Low-level players must stay in range — shared EXP does not help if you are AFK in town.
The ~2% per member bonus (up to ~12%)
Community guidance consistently describes a stacking party bonus of about 2% EXP and 2% drop rate per member, peaking near 12% with a full group of roughly six hunters. Exact UI wording can shift in early access, but the gameplay habit is stable: more members = faster levels and slightly luckier cards, as long as everyone is actually fighting.
How to use the bonus:
- Form or join a party before the first dense pack of a session.
- Call when you pop an EXP potion so the group does not town mid-window.
- Keep the low-level member inside the combat radius during pulls.
- After a gatekeeper unlock, pillar together immediately so the bonus keeps paying on the new island.
Drop potions stack emotionally with the party drop bonus — save them for card targets once the group is stable, not for empty bridges.
Server size (~13) and finding groups
Roblox lists a modest server size around 13 players for Hunting Together RPG. That is small enough that you will repeatedly see the same hunters on an island, and large enough that a quiet chat does not mean the server is empty. Ask in chat, stand near quest packs, or wait at gatekeeper arenas after turn-ins — people arrive in waves.
Because servers are tiny:
- One toxic player is noticeable; mute and move on instead of derailing the hunt.
- One organized six-stack can dominate a shard’s boss schedule — invite politely rather than griefing pulls.
- If your island feels dead, hop servers once; do not spend twenty minutes soloing a telegraph you keep failing.
Roles that actually matter
You do not need a hard trinity, but coverage beats four identical glass Archers on mechanic-heavy gates.
- Ranged clear (Archer): safest open-world quest speed; excellent for pulling low levels through packs.
- Frontline (Swordsman): holds attention and teaches melee spacing; feeds the Samurai unlock path.
- Burst / mobility (Thief): shortens boss punish windows; second half of Samurai.
- AoE magic (Mage): deletes clustered packs; feeds Alchemist with Merchant.
- Support (Cleric): the underrated party win condition — fewer wipes means more potion uptime.
- Economy flex (Merchant): keeps gold flowing for warps and refines between pulls.
- Specials (Samurai / Alchemist): late prestige kits once bases hit 70 — see Classes.
Call your class when you join. If the party already has three Archers and zero sustain, offer to swap to Cleric for the gatekeeper even if you “main” DPS on farm islands.
When to party for bosses
Party for bosses when any of these are true:
- You have already wiped twice on the same colored telegraph.
- The gatekeeper unlocks a region you have never entered.
- Someone in chat is offering a carry and you have potions ready.
- Your refine is mediocre and you need the clear more than the pride.
- An event box or seasonal boss spawned and the arena is chaotic.
Boss etiquette:
- Finish your zone quest first so you are not splitting focus.
- Agree on a stack point away from the worst repeating AoE.
- Turn auto combat off or reposition manually when the floor lights up — see Bosses.
- Loot, then warp to the new zone while the party still exists.
When solo farm is better
Solo (or duo) farm wins when:
- You are finishing a simple ~40-kill quest on an island you already outgear.
- The server’s only other players are AFK in the hub.
- You are doing a focused gold or card route and random parties keep dragging you to the wrong pack.
- You need quiet time to learn a new class rotation without chat noise.
Even then, leave party invite permissions open. One extra hunter is free percentage points. Solo pride during a stuck gatekeeper is the expensive mistake — not solo rabbit quests.
Party leveling loop
- Redeem codes and check potion counts.
- Invite or accept before leaving the hub.
- Pillar to the highest shared zone everyone can survive.
- Clear the quest counter with auto combat in dense spawns.
- Sell, light-refine if gold allows, restock potions.
- Pull the gatekeeper with roles called.
- Unlock, pillar, repeat.
- Swap jobs on schedule so multi-class 99 goals and special unlocks keep moving (Leveling).
Communication without a raid addon
Roblox chat is enough if you keep calls short: “potion now,” “stack left,” “I’m Cleric,” “need one more for boss.” Ping the objective, not essays. On mobile, pre-type the invite message before combat so you are not hunting the touch keyboard inside a red circle.
Common co-op mistakes
- Declining uneven-level invites because you misunderstand shared EXP.
- Starting the boss while half the party is still selling in town.
- Stacking six bodies on the same lethal telegraph “for cohesion.”
- Letting the only Cleric also be the only person without potions.
- Disbanding immediately after the unlock instead of farming one block on the new island.
Related pages
- Bosses — telegraphs, prep checklist, wipe causes
- Classes — what each job brings to a hunt
- Leveling — EXP potions, warps, and multi-job order
If you only remember one habit: party early, party often, especially for gatekeepers. The game’s EXP rules, drop bonuses, and server size are all tuned so hunting together is the default winning line — not a side mode.
Frequently Asked Questions
Quick answers for Hunting Together RPG hunters.
Does party EXP work if levels are far apart?
Yes. Official guidance states party EXP is shared at any level gap, which is why carries and mixed-level friend groups work.
How big is the party bonus?
Community figures land around 2% EXP and drop per member, stacking toward roughly 12% with a full group near six players.
What is the server size?
Roblox lists Hunting Together RPG servers around thirteen players, so public parties form quickly if you ask in chat.
Should I always party for farming?
Party for bosses and tough unlocks. Solo or small groups are fine for easy quest islands you already outgear, but leave invites open for free bonus percentage.
Which roles help most in a party?
Mix clear speed (often Archer or Mage) with sustain (Cleric) and a frontliner when telegraphs punish glass comps. Call your class when you join.