Hunting Together RPG All Classes Explained
Roles, strengths, weaknesses, and unlock notes for every base and special job.
This Classes reference covers all eight jobs in Hunting Together RPG: the six you can pick at creation and the two specials gated behind level-70 bases. Use it beside Stat Builds for point priorities and Best Classes when you want an editorial F2P order. Brand-new hunters should also follow Getting Started so controls, warps, and early quests match the job fantasy you chose.
Hunting Together RPG plays like a compact Ragnarok-style hunt: clear sky-island packs, finish zone quests, beat gatekeeper bosses, refine gear, and socket monster cards. Your class decides how that loop feels — ranged auto-farm, melee tanking, AoE nukes, burst bosses, party heals, or gold routing — not whether you can participate at all.
Base classes (character creation)
Swordsman
- Role: Frontline fighter / party tank
- Strengths: Straightforward melee uptime, sturdy with VIT investment, excellent for players who hate kiting, required base for Samurai.
- Weaknesses: Slower pack clear than Archer/Mage on open islands; needs positioning when multiple elites aggro.
- Unlock notes: Available at creation. Push toward level 70 if Samurai is your goal (also needs Thief 70).
Mage
- Role: AoE magical damage
- Strengths: Pack deletion once skills and INT gear come online; strong zone-clear identity; required base for Alchemist.
- Weaknesses: Early mana and fragile mistakes punish greed; ramp time before AoE feels “free.”
- Unlock notes: Available at creation. Pair with Merchant 70 later for Alchemist.
Archer
- Role: Ranged physical farmer
- Strengths: Best-in-slot feel for solo island quests; safer auto combat; top editorial F2P opener on many accounts.
- Weaknesses: Less natural tankiness; boss patterns that punish standing still still demand movement.
- Unlock notes: Available at creation. No special gated behind Archer alone — its value is raw progression speed and later passives.
Thief
- Role: Mobile burst / boss pressure
- Strengths: Gatekeeper bosses feel shorter; mobility helps messy pulls; required base for Samurai.
- Weaknesses: Can be squishier than Swordsman; pack clear may trail Archer without good cards.
- Unlock notes: Available at creation. Level 70 Thief + level 70 Swordsman → Samurai.
Cleric
- Role: Support / sustain / passive enabler
- Strengths: Party glue, safer long grinds, enormous account value when approaching level 99 passive sharing.
- Weaknesses: Solo DPS usually behind dedicated farmers; impatient solo players may underrate it.
- Unlock notes: Available at creation. Prioritize on F2P routes even if you “main” a DPS job later.
Merchant
- Role: Economy / gold specialist
- Strengths: Funds refining, warps, and card goals; required base for Alchemist; long-term account power.
- Weaknesses: Combat clear speed often lags pure DPS jobs early.
- Unlock notes: Available at creation. Level 70 Merchant + level 70 Mage → Alchemist.
Special classes (level 70 unlocks)
Samurai
- Role: High-ceiling melee special
- Strengths: Prestige kit for players who finished both physical bases; rewards the Swordsman + Thief dual grind.
- Weaknesses: Not a starter — locked until Swordsman Lv70 and Thief Lv70. Time-to-unlock is the real cost.
- Unlock notes: Plan both bases deliberately; do not expect Samurai on day one of a fresh F2P account.
Alchemist
- Role: Hybrid utility special
- Strengths: Flexible tools for prepared accounts that already understand Mage nuking and Merchant economy.
- Weaknesses: Locked behind Mage Lv70 and Merchant Lv70; Merchant’s slower early clear stretches the calendar.
- Unlock notes: Schedule Mage and Merchant farms before you theorycraft Alchemist loadouts.
How to choose without overthinking
- Want fastest islands solo? Start Archer, then read Best Classes.
- Want party value and passives? Raise Cleric early.
- Want Samurai? Level Swordsman and Thief to 70.
- Want Alchemist? Level Mage and Merchant to 70.
- Want numbers on the sheet? Open Stat Builds.
- Still lost on HUD, codes, and first warps? Return to Getting Started.
Party note
EXP shares across level gaps, and each member adds a small EXP/drop bonus (community guidance ~2% each, up to ~12% in a full party). Mixed compositions work: tank + support + farmer beats four identical Archers stuck on a mechanic-heavy gate boss.
Revisit this page after patches — early access kits change. Keep Stat Builds and Best Classes bookmarked so role fantasy and editorial rankings stay aligned with your live account.
Frequently Asked Questions
Quick answers for Hunting Together RPG hunters.
Which classes can I pick at character creation?
Swordsman, Mage, Archer, Thief, Cleric, and Merchant. Samurai and Alchemist are special unlocks later.
What are the Samurai requirements?
Swordsman level 70 and Thief level 70. Both bases must be leveled before Samurai becomes available.
What are the Alchemist requirements?
Mage level 70 and Merchant level 70. Plan both farms before you expect to play Alchemist.
Which class is best for beginners?
Many F2P players start Archer for safer ranged farming, then add Cleric. Confirm the latest editorial order on Best Classes and follow Getting Started for day-one habits.
Where do I put my stat points?
Use the Stat Builds page for per-class STR/VIT/AGI/DEX/INT/LUK priorities and notes on level-99 passive sharing.
Is there a video for class beginners?
Yes. This page embeds a real all-classes F2P overview video mid-article — click to load the player when you are ready to watch.