Legendary animals rdr2: what makes the hunt different from regular gameplay
Hunting in Red Dead Redemption 2 follows the same core loop that the rest of the game is built on: study the animal, choose a weapon, land a clean kill, recover the carcass, and decide whether to donate, sell, or craft with the resulting materials. The legendary animals, however, deliberately break that loop in several ways. They are unique animals that only appear once per playthrough, their spawn conditions are stricter than for normal wildlife, and the materials they drop feed into a separate crafting tier that cannot be sourced anywhere else. The result is a small but mechanically rich sub-system that touches exploration, economy, outfit progression, and the in-game challenge tracker.
Players who want every outfit, the Master Hunter challenge trophy, and the Trinkets that passively boost stats will need to clear the full set. The rest of the player base can pick and choose, because each legendary animal has independent spawn logic, so missing one does not lock out the rest of the content. Understanding the spawn rules, the best weapon choice per animal, and the materials each pelt produces is the difference between a clean run that finishes in a few in-game days and a frustrating chase that drags across multiple play sessions.
For players returning to the game in 2026 on PC, PlayStation, or Xbox, the legendary content is the same as it was at launch, including the natural-region balance that Rockstar has not retroactively changed. The only real difference is the surrounding meta: the in-game economy has settled, the community has mapped the spawn triggers down to the painted clue, and most guides now treat the legendary tier as a planned checklist rather than a discovery. That planning step is the single biggest reason some players finish the content in two in-game weeks and others spend months chasing a single despawning Bharati bear.
How legendary animals spawn in Red Dead Redemption 2
Each legendary animal is tied to a fixed map region, a time-of-day window, and a quest flag that flips when the player reaches a specific story chapter. The first trigger is story progress. The legendary buck appears during Chapter 2 once the player meets Hosea, while animals such as the Bharati bear, the Cotorra ram, and the Teca gator are gated behind later chapters. The second trigger is a player-initiated action: approaching a small painted clue on a tree, a rock, or a fence post in the right region.
The clue is not a waypoint on the map. It is a small environmental detail such as a golden claw mark, a set of scratches, or an unusual feather or tuft of fur on a rock. Reading the clue in the journal enables the next step, which is to track the animal’s ground path to its spawn site. From that point the animal behaves like an aggressive or skittish version of its regular species, but with vastly more health, a different pelt model, and a brief environmental cue when it is nearby (birds fleeing, a music sting, or a static effect in the player’s view).
The spawn script is fragile in ways the regular wildlife system is not. Approaching the trigger region on a galloping horse, with bounty hunters in pursuit, or with a weapon already drawn can cause the encounter to despawn before the animal is fully streamed in. The script also does not survive a fast-travel: the player has to be physically near the painted clue for the spawn logic to start. That is why most experienced players recommend clearing bounty and law heat first, then walking the final stretch of road on foot.
Spawn conditions at a glance
- Story chapter flag: each animal requires a minimum chapter before the clue can appear.
- Region: every animal is bound to a fixed map zone such as Big Valley, Tall Trees, or Bayou Nwa.
- Clue inspection: a player must find and read the small environmental clue to enable the spawn.
- Time of day and weather: many animals are restricted to specific windows such as clear daylight, dawn, or stormy conditions.
- One-shot encounter: each legendary animal only appears once per save file, and killing it removes the spawn from the world.
- Save hygiene: a save reload after the clue is read but before the kill is confirmed can roll the encounter back to its pre-spawn state.
Why the hunting loop changes for legendary game animals
The basic hunting loop in Red Dead Redemption 2 rewards clean kills. A perfect carcass yields a perfect pelt, which sells for more and produces higher-quality crafting materials. The legendary animals ignore that system in a specific way. The Legendary Buck, for example, has multiple body zones that can be hit, and a clean headshot still drops a legendary-quality pelt regardless of the weapon used. A shotgun blast, however, can send the carcass flying into water or onto a cliff, and that physical scattering is what most often destroys a hunt, not a bad shot.
The other major change is resistance. Legendary animals are not bullet sponges in the strict sense, but several of them will absorb a surprising number of rifle rounds. The compendium and the official Rockstar newswire updates on hunting describe them as a deliberate test of weapon choice and positioning rather than raw damage output. The result is that players who rely on the Lancaster repeater for normal hunting often need to switch to a rifle with high stopping power, the Bow with improved arrows, or a sniper rifle with a careful first shot for the legendary tier. The same body-zone rules that govern regular animals still apply, but the health pool is large enough that a sloppy second shot matters far more than it does on a pronghorn or a wolf.
There is also a small but real pacing difference. Legendary animals have scripted reaction triggers, such as a guaranteed charge after a certain health threshold, a guaranteed retreat to cover, or a guaranteed territorial roar that opens a short cinematic window. Recognizing those windows is what separates a clean one-shot kill from a drawn-out fight that ends with the animal fleeing across the region. The encounter is designed to feel like a real hunt rather than a damage race, and the design only works when the player is paying attention to body language instead of the ammo counter.
Core rules that govern legendary hunts
- Always approach the spawn area on foot or on a calm horse. Sprinting through the trigger zone can despawn the animal.
- Save the game before inspecting the clue. A failed hunt cannot be retried on the same save.
- Use cover and Dead Eye together. Most legendary animals flee or charge after a first hit, so Dead Eye is the most reliable way to land follow-up shots.
- Do not use explosive ammunition. The blast radius tends to damage the pelt even if it kills the animal.
- Skin the carcass immediately and store the legendary pelt on the horse. Dropping it can be a problem in combat-heavy spawns.
- Watch the in-game weather and time of day. Several animals only appear under narrow conditions, and a missed window means a long wait.
Weapon choice and study level for each encounter
Studying an animal through the binoculars is the standard advice for regular hunting. For legendary game animals it becomes a hard requirement, because the study report is the only reliable indicator of which weapon class produces the cleanest kill. The game does not publish a separate weapon chart for legendary animals, but the underlying damage model inherits the same body-zone rules that govern normal animals. That means a study report that lists “Buck” as the primary species still applies a rifle-class recommendation, while a study report that flags a “Ram” or “Bear” body type pushes the player toward a high-stopping-power rifle or a sniper rifle for a first-shot kill.
Dead Eye management is a separate axis from weapon choice. The legendary encounters are designed to drain the meter faster than regular hunting, partly because the AI behaves more aggressively and partly because the cinematic moments interrupt the regeneration tick. Carrying two or three potent Snake Oil tonics, plus a cooked big-game meal for the core health and stamina bars, gives enough headroom for a fight that may run several in-game minutes. Aiming for the head, the heart, or the equivalent critical zone once Dead Eye is active is what makes the difference between a single-shot kill and a drawn-out brawl.
Recommended weapon tiers per animal class
- Buck and pronghorn class: Bolt-Action Rifle, Rolling Block Rifle, or the improved Bow with small game arrows for very close approaches.
- Bear, bison, and bull class: Bolt-Action Rifle or Springfield Rifle with high-velocity ammo. Shotguns are usable but risk carcass destruction.
- Cougar, panther, and wolf class: Bolt-Action Rifle, Carcano Repeater, or the Bow with normal arrows. They are quick, so Dead Eye is essential.
- Alligator and crocodile class: Springfield Rifle, Rolling Block Rifle, or throwing knives. The body is heavily armored, so head shots matter.
- Boar and ram class: Bolt-Action Rifle, Lancaster Repeater with high-velocity ammo, or a clean shotgun blast at close range.
- Elk and moose class: Bolt-Action Rifle or Carcano Repeater with high-velocity ammo. The hit zone is narrow and the animal tends to flee after a first hit.
Map regions, animals, and materials in one table
The table below covers the standard legendary animals that have been present in the base game and the Tall Trees, Big Valley, and Bayou Nwa regions. Some online-mode-only legendary animals are listed in a separate section because they have different spawn and material rules.
| Legendary animal | Region | Best weapon | Primary material | Crafted item |
|---|---|---|---|---|
| Legendary Bear | Ambarino, north of O’Creagh’s Run | Bolt-Action Rifle, Improved Bow | Legendary Bear Pelt | Bear Hunter Hat, Bear Coat |
| Legendary Bharati Bear | Big Valley, west of the Dakota River | Bolt-Action Rifle | Legendary Bharati Bear Pelt | Bear Hunter Hat variant, Trinket |
| Legendary Bull Gator | Bayou Nwa, south of Lagras | Springfield Rifle, Carcano Repeater | Legendary Bull Gator Pelt | Alligator Gambler Hat, Reinforced lasso |
| Legendary Buck | Big Valley, north of the trapper | Bolt-Action Rifle, Rolling Block Rifle | Legendary Buck Pelt | Buck Antler Trinket, antler knife |
| Legendary Pronghorn | Rio Bravo, south of Fort Mercer | Bolt-Action Rifle, Carcano Repeater | Legendary Pronghorn Pelt | Pronghorn Trinket, Pronghorn Range Gloves |
| Legendary Tatanka Bison | Tall Trees, near the painted cliffs | Bolt-Action Rifle, Springfield Rifle | Legendary Bison Pelt | Bowman Coat, Plainsman Hat |
| Legendary Teca Gator | Bayou Nwa, near the copper mine | Springfield Rifle | Legendary Teca Gator Pelt | Alligator Gambler Hat variant |
| Legendary Cotorra Ram | Cumberland Forest, north of Valentine | Bolt-Action Rifle, Carcano Repeater | Legendary Ram Pelt | Ram Skull Mask, Roper Gloves |
| Legendary Snowflake Moose | Roanoke Ridge, northeast of Annesburg | Rolling Block Rifle, Bolt-Action Rifle | Legendary Moose Pelt | Moose Antler Trinket, Yukon Hat |
| Legendary Wolf | Ambarino, near the northern train bridge | Bolt-Action Rifle, Carcano Repeater | Legendary Wolf Pelt | Wolf Gambler Hat, Wolf Coat |
Crafting tier: what the legendary pelts actually do
The Trapper is the only vendor who accepts legendary pelts. He lives in three locations, one in Saint Denis, one near Riggs Station, and one at the northern edge of the map near Willard’s Rest. Each pelt unlocks one or more outfit pieces. There is no cost beyond the pelt itself, and the Trapper will not accept regular-quality pelts for the legendary patterns. The outfits are cosmetic, but several of them are flagged with cold-weather or hot-weather bonuses, and a small number of pieces are required for the 100 percent completion trophy.
The more important crafting chain is the Fence. The Fence accepts the legendary animal parts that the Trapper does not use: claws, fangs, hearts, antlers, and tails. These can be turned into Trinkets and Talismans at any Fence. The trinkets are the real reason to clear the legendary tier, because each one offers a passive stat effect that persists for the rest of the playthrough. The Trinket set is small, but the effects are strong enough to influence how the player approaches every other combat encounter in the late game.
One detail that is easy to miss is the order in which the player visits the Fence. The Fence stores crafted Trinkets in a small list that does not persist across long play sessions in the way that weapons or outfit pieces do. If the player crafts a Trinket and then travels for several in-game days without picking it up, the item remains in the Fence’s rotation rather than the satchel. Planning a single visit after each batch of hunts is the simplest way to keep the chain clean.
Trinket effects that survive the entire game
- Buck Antler Trinket: lower chance of taking a permanent item loss on death.
- Pronghorn Trinket: slower deterioration of weapon and bow condition.
- Bear Claw Talisman: reduced damage taken from bear attacks.
- Boar Tusk Talisman: reduced damage from boar charges.
- Moose Antler Trinket: faster health regeneration when at low health.
- Wolf Heart Trinket: increased Dead Eye regeneration.
- Ram Horn Trinket: longer duration of cooked food buffs.
- Cougar Fang Trinket: stronger stealth response from predators.
- Alligator Tooth Talisman: faster swimming speed and longer breath underwater.
- Elk Antler Trinket: stronger scent masking when using cover in the appropriate biome.
Online-mode legendary animals and how they differ
For additional context, Red Dead Online ships its own legendary animal rotation. The animals are mechanically similar to the single-player set, but the spawn rules are different. Each animal is announced through a telegram from the Naturalist role, and the spawn window is limited to a short in-game day rather than the entire chapter. The animal drops a sample that the player brings to Harriet Davenport for the Naturalist role progression, and a legendary pelt that can be sold to Gus Macmillan or used for the role-specific clothing sets.
There is no permanent Trinket system in Online, but the role progression itself unlocks passive perks that mirror the single-player Trinket set: faster sample collection, better tranquilizer rounds, and a more forgiving cooldown after a critical sample. The trade-off is that Online legendary animals can despawn if the player is attacked by another player during the hunt, which means the safest strategy is to approach from a Solo Lobby whenever the role progression is the priority. On a busy server, the same encounter can turn into a PvP fight on top of a hunt, and the sample is the first thing that drops if the player is killed mid-fight.
Online players who care about the cosmetic side of the legendary tier also have to deal with a longer pacing curve. The Naturalist role has its own XP gate, and several of the legendary pelt outfits are locked behind role rank 15 or higher. That means a brand-new Online player cannot simply log in, hunt the legendary gator, and expect to walk out in the matching coat. The role system is what makes Online legendary hunting feel like a long project rather than a checklist, and it is one of the reasons the two modes play so differently even when the underlying animal models are the same.
Online vs single-player differences at a glance
- Trigger: Online uses role progression, single-player uses story chapter plus environmental clue.
- Spawn window: Online announces each animal in a 24 to 48 minute in-game window, single-player has no time limit once the clue is read.
- Rewards: Online rewards are role XP, samples, and clothing sets, while single-player rewards are Trinkets, Talismans, and cosmetic outfits.
- Cooldown: Online legendary animals respawn on a fixed weekly rotation, single-player ones do not respawn at all.
- PvP risk: Online hunts can be interrupted by other players, single-player hunts are isolated from external interference.
Failure modes that actually happen during legendary hunts
Most failed legendary hunts are not caused by a missed shot. The most common cause is a despawn triggered by entering the spawn area at the wrong pace, on a fast horse, or with hostile NPCs in pursuit. The second most common cause is a corrupted kill: the player lands a good shot but the carcass ends up in water, on a roof, or inside a tree, which prevents skinning. A third cause is accidental save reload after a partial hunt, which can re-roll the spawn behavior because the script has already started but the kill flag has not been set.
A fourth cause that newer players often overlook is the wrong weapon in the wrong biome. A high-velocity rifle round is effective on a Legendary Bear, but the same round on a Legendary Alligator can lodge in the armored back plates and force a long, messy fight. The body-zone rules are the same as for regular animals, but the legendary tier punishes the wrong choice more harshly because the spawn is one-shot. The safest rule of thumb is to study the animal twice, once from a distance, and to confirm the recommended weapon class before opening fire.
There is also a soft failure mode that does not lose the spawn but still costs the player. Skipping the skinning step, or skinning the carcass and dropping the legendary pelt on the ground in a panic, can produce a situation where the pelt despawns with the body. The legendary pelt is the only material the Trapper and the Fence both need, and the moment it is lost, the related Trinket or outfit becomes unavailable for the rest of the playthrough. Storing the pelt on the horse immediately after skinning is the single cheapest insurance against this kind of failure.
Diagnostic table: symptom, likely cause, and the next step to try
| Symptom | Likely cause | Next step |
|---|---|---|
| Animal never appears after reading the clue | Approached too fast or in the wrong chapter | Reload, walk to the clue from a long distance, confirm the chapter flag |
| Animal appears but immediately flees | Scent or noise from the horse | Leave the horse at the edge of the region, use cover, re-engage with Dead Eye |
| Animal killed but carcass cannot be skinned | Carcass fell into water or onto geometry | Reload last save, retry the encounter, use a high-arc weapon to control the body |
| Trinket does not appear in the satchel after crafting | Legendary part was sold or donated before crafting | Restart the Trinket chain on a new save, only craft after all parts are gathered |
| Online legendary does not spawn on a busy server | Another player is currently engaged in the encounter | Switch to a Solo Lobby, wait one in-game day, re-trigger from the telegram |
| Animal aggros a nearby gang camp | Fight ran into an event zone | Reload, reposition further from camp, and use a longer-range first shot |
| Pelt registers as poor quality at the Trapper | Carcass was damaged by explosive ammo or a shotgun blast | Reload, switch to a Bolt-Action or improved Bow, retry the encounter |
How legendary animals connect to the wider game design and economy
Legendary animals are an interesting design case because they sit at the intersection of three systems that the rest of the game treats separately. From a pure combat perspective they are scripted encounters with unique AI behaviors, from an economy perspective they are a closed crafting tier with no sellable alternative, and from a progression perspective they are a checklist that ties into challenge tracking, Trinket power curve, and the 100 percent completion gate. The player does not have to engage with all three at once, but the systems reinforce each other enough that skipping the legendary tier leaves a clear power gap in the late game.
For studios working on similar open-world systems, the legendary animals rdr2 design is a useful reference for how a small, scripted encounter set can support the wider economy, the meta-progression, and the completion tracker without taking over the core hunting loop. The same combination of unique spawn rules, unique crafting vendor, and unique passive reward set is a pattern that applies to fishing legendary fish, mountain shrine collectibles, and similar tiered sub-systems in other open-world games. The internal pipeline for it, including Unity game development services and similar production stacks, is a separate but related problem, and the production rules around saving, encounter scripting, and reward economy are what make the difference between a clean legendary system and one that breaks the late game. The wider context, including how a title fits alongside a 3d animation company pipeline, sits in a separate cluster and is the natural place to look next when planning a similar tiered encounter set on a modern open-world project.
The reference to the underlying game itself, including the scope of its open world and the way the legendary tier is integrated into the wider release, can be found on the Red Dead Redemption 2 entry that documents the production context for these encounter systems. The design philosophy is also visible in how the Trinket passives were balanced: each one is small enough to feel like a marginal upgrade, but the full set is large enough to change how the player approaches late-game combat. That balance is what makes the tier worth hunting, and it is the reason a planning pass before the run pays off more than brute-force grinding.
Design takeaways relevant to game development
- Use a single scripted sub-system to add a parallel power curve without rebalancing the main progression.
- Tie the rewards to existing vendors, not to a new UI, to keep the player mental model consistent.
- Gate encounters by story chapter and region, not by level, to preserve the open-world flow.
- Make each encounter one-shot to force a deliberate pacing decision and to keep the late-game checklist finite.
- Connect the rewards to a passive stat layer so the late-game hunt still matters even after the cosmetics are unlocked.
- Document the spawn triggers clearly so community planning does not depend on datamining.
Why the Trapper, the Fence, and the Trinket chain matter for completion
The completion screen in Red Dead Redemption 2 counts outfit pieces, Trinket Talismans, and the Master Hunter challenge set. Legendary animals feed all three: the Trapper gets the cosmetic clothing patterns, the Fence gets the Trinket and Talisman materials, and the challenge tracker gets one of the Master Hunter milestones for each legendary kill. Because the Trinket chain is the most demanding of the three, players who want every passive effect need to plan the order in which they unlock and visit the Fence, since the Fence will not store crafted Trinkets that the player has not yet picked up.
There is also a small but real time cost in moving between the three vendors. The Trapper in Saint Denis is convenient for Bayou Nwa hunts, the Trapper near Riggs Station is the natural stop after a Big Valley or Tall Trees run, and the Fence is usually faster to reach from a train station than from a camp. Planning a route that hits the right vendor after the right cluster of hunts is what turns a two-week project into a three-day project, and it is the single highest-leverage change a returning player can make before starting the run.
Recommended order for a single playthrough
- Start with the Legendary Buck, because the Buck Antler Trinket is the strongest single Trinket and the encounter is the most forgiving.
- Move to the Legendary Pronghorn for the weapon condition trinket, which reduces long-term maintenance cost.
- Hunt the Legendary Bear and Bharati Bear for cold-weather outfits and the bear damage trinket.
- Take the Wolf Heart Trinket for the Dead Eye regeneration effect, which is the most useful for the remaining combat-heavy hunts.
- Finish with the Alligator and Teca Gator for the underwater trinket, which is the only Trinket that is hard to find alternatives for.
- Visit the Fence after every two or three hunts so the crafted Trinkets are picked up while the materials are still fresh.
Common mistakes when planning a legendary animals rdr2 run
Planning a clean legendary run comes down to a handful of mistakes that show up over and over in community discussions. The first is doing the hunts too early. The legendary tier is designed for Chapter 4 and later, and the animals have higher health and a wider spawn radius at lower chapter levels. The second is using explosive ammunition, which is a common reflex for difficult fights but the exact wrong choice for legendary game animals because the blast radius is what destroys the pelt. The third is selling legendary parts to a general store instead of saving them for the Fence. The fourth is assuming that a failed hunt can be retried; the script flag is one-shot per save.
A fifth mistake is underestimating the time cost of the Trapper and Fence visits. The Trapper’s legendary patterns are spread across three separate vendors, and a player who only visits the nearest one will eventually find that the matching vendor for a specific pelt is on the other side of the map. The fix is simple: check the Trapper’s inventory before starting a hunt, and route the next Trapper visit into the same ride. The same logic applies to the Fence, which has its own clusters of high-value inventory that change as the player progresses.
A sixth mistake is chasing the legendary tier in the wrong weather or at the wrong time of day. Several animals are time-gated in ways that the in-game journal does not surface clearly, and a player who turns up at noon for a dawn-only spawn will wait indefinitely. Reading the painted clue carefully, including the small text description, is usually enough to catch the window. If the description is ambiguous, the safest fallback is to camp nearby until the correct in-game hour arrives.
Practical checks before a legendary hunt
- Save the game in a clean state, with the player near a Trapper and a Fence.
- Confirm the correct chapter, region, and time of day for the animal.
- Carry a Bolt-Action Rifle with regular ammo as a baseline, plus one high-stopping-power weapon for emergencies.
- Carry cooked big-game meat and a few potent Snake Oil tonics for stamina and Dead Eye management.
- Wear the Legendary Buck outfit, the Bear Coat, or another cold-weather outfit if the region is in the snow biome.
- Make sure the horse is calm, the bounty is cleared, and the weapon is holstered before reading the clue.
Frequently asked questions
How many legendary animals are there in Red Dead Redemption 2 single-player?
The base game ships 16 single-player legendary animals spread across Ambarino, New Hanover, Lemoyne, and West Elizabeth. Some regions host more than one species, and the painted clues in the journal mark which animal is currently active. The Master Hunter challenge in chapter 9 also adds a brief wave of three legendary animals that can only be triggered after the main legendary set is finished.
Can legendary animals be respawned in single-player?
No. Each legendary animal is a one-shot encounter per save file. Once the animal is killed or despawns, the spawn does not return on the same playthrough. The only way to re-experience the encounter is to start a new game or to load a save from before the clue was read.
Do legendary animals rdr2 hunts give better rewards than regular hunting?
Yes, but only inside the legendary crafting tier. The legendary pelt cannot be sold to a general store, but the Trapper outfit pieces and the Fence Trinket chain are gated entirely on legendary parts. For raw money, regular perfect pelts of common species usually pay more than a legendary pelt sold to the wrong vendor, which is why the crafting tier is what the system is designed around.
Which legendary animal should a new player hunt first?
The Legendary Buck is the recommended first target. The encounter is forgiving, the spawn location is close to a stable, and the Buck Antler Trinket has the largest single passive effect in the Trinket set. Starting with the Buck also unlocks the antler knife, which is a small but useful early-game reward.
What happens if a legendary animal’s carcass falls into water?
The player can usually recover the carcass by swimming to the body, but the legendary pelt will sometimes fail to register on the horse. When that happens the only reliable fix is to load a previous save, retry the encounter, and use a high-arc weapon to control the carcass position. Saving right before each legendary hunt is the standard workaround.
Are the Online legendary animals the same as the single-player set?
Most of the animal models are shared, but the spawn logic, reward chain, and encounter pacing are different. Online legendary animals are part of the Naturalist role progression, drop a sample for Harriet Davenport, and use a weekly rotation rather than the single-player chapter-and-clue trigger.
What is the difference between a Trinket and a Talisman?
Trinkets are passive items that the player can equip from the satchel, while Talismans are bound to a specific body part of a legendary animal and are automatically active once crafted. The Trinket set is generally more useful in regular play, while the Talisman set is more useful in specific encounter types such as bear hunts or boar charges.
Do legendary animals count toward 100 percent completion?
Yes. The Master Hunter challenge, the Trapper clothing sets, and the Fence Trinket chain are all part of the 100 percent completion tracker. Skipping the legendary tier leaves a clear gap in the completion percentage and removes access to the corresponding trophy or achievement.
Can the Legendary Bear be killed with the Bow?
Yes, the Bow with improved arrows is one of the cleanest weapons for the Legendary Bear encounter because it produces a high-impact shot without the carcass scattering risk of a shotgun. Players who prefer the Bow should stock improved arrows before the encounter, because the legendary bear can absorb more than a dozen normal arrows before going down.
What should the player do with duplicate legendary parts?
There are no duplicate legendary parts. Each legendary animal drops a single pelt and a small set of unique materials, and the materials are consumed the first time the player crafts the matching Trinket or outfit piece. Selling or donating legendary parts to a non-Trapper or non-Fence vendor is a permanent loss for the crafting tier.


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