Hunting Together RPG Samurai & Alchemist Guide
Unlock routes, F2P calendars, and how specials compare to the six base jobs.
Hunting Together RPG lists eight classes in the official Roblox description, but only six appear at character creation. The other two — Samurai and Alchemist — are special jobs gated behind dual base-class level requirements. This deep guide covers unlock routes, a realistic free-to-play calendar, how specials compare to their parent bases, and when you should delay them for Ice Cat or passive goals instead. Keep Classes, Stat Builds, Best Classes, and Leveling open while you plan.
Special unlock requirements
| Special job | Required bases | Level gate | Combat fantasy |
|---|---|---|---|
| Samurai | Swordsman + Thief | 70 on both | Physical melee with piercing forward pressure and critical-leaning identity |
| Alchemist | Mage + Merchant | 70 on both | Mid-to-close magic pressure with fast skill hits and preparation/utility fantasy |
Neither special is selectable in the creator. Hitting 70 on only one parent does nothing — both bases must qualify. Unlocking the special also does not automatically finish beta prestige goals; Ice Cat still needs three classes at 99, and Beta Tester needs any one class at 99.
Samurai — Swordsman + Thief at 70
Samurai is the physical prestige melee for players who already finished the frontline and burst bases. Community kits describe a more deliberate, high-commitment feel than plain Swordsman — katana-style timing, forward slash pressure, and critical-oriented payoffs when you learn punish windows.
Why players chase Samurai
- Distinct identity from the starter Swordsman.
- Rewards the dual grind you may already want for passives.
- Strong fantasy for boss punish windows once telegraphs are readable.
Costs and weaknesses
- Melee range still means colored floor zones hurt.
- Time-to-unlock is the real price — two bases to 70 before the fun starts.
- Not a day-one answer to slow forest quests; Archer still opens islands faster for most F2P accounts.
Unlock route (Samurai-focused)
- Level Swordsman with solid STR/VIT habits from Stat Builds.
- Level Thief for mobility and burst — do not neglect survivability.
- Use parties so the slower melee climbs still benefit from shared EXP at any gap.
- Unlock Samurai at dual 70, then decide whether Samurai itself becomes a 99 prestige job.
Optional F2P twist: many accounts still start Archer for map progress, then slot Swordsman/Thief as the dedicated Samurai pair once the account can fund warps and refines.
Alchemist — Mage + Merchant at 70
Alchemist is the special that blends Mage’s magical toolkit with Merchant’s preparation fantasy. Guides describe mid-to-close range magic damage, fast animations, heavy skill hits, and a utility identity that shines when you already understand potions, bags, and gold flow.
Why players chase Alchemist
- Unique hybrid feel versus pure Mage nuking.
- Synergy with accounts that already value Merchant gold for refining and pillars.
- Strong “prepared hunter” fantasy in a game full of consumables and boxes.
Costs and weaknesses
- Merchant’s early clear speed often lags Archer/Thief, stretching the calendar.
- Mage’s fragility still punishes greedy stands in telegraphs.
- Full potential can depend on MATK gear and future balance — treat early-access kits as live.
Unlock route (Alchemist-focused)
- Level Mage with INT-focused priorities and careful positioning.
- Level Merchant as an economy engine that still finishes zone quests.
- Party Merchant with a friend DPS so gold days are not exile.
- Unlock Alchemist at dual 70; watch the embedded Alchemist guide video on this page for kit feel.
Specials vs base jobs
Base jobs win when you need immediate clear speed, party role coverage, or the first Beta Tester 99. Specials win when you want prestige kits and you have already paid the dual-70 tax.
| Goal | Prefer bases | Prefer specials |
|---|---|---|
| Fastest first islands | Archer, then flexible supports | Not yet |
| Party sustain | Cleric | Later |
| Gold funding | Merchant | Alchemist after 70/70 |
| Melee prestige | Swordsman → Thief bridge | Samurai |
| Magic prestige | Mage bridge | Alchemist |
| First title at 99 | Any base you enjoy | Only if already unlocked and fun |
Editorial rankings shift — confirm the live shortlist on Best Classes — but the unlock math does not: specials are earned, not rolled at creation.
F2P calendar (realistic)
Assume you play in focused sessions with parties, zone quests, and warp discipline from Leveling. Exact days vary; use this as a sequencing calendar, not a stopwatch.
Week 1 — Account spine
- Start Archer (or your preferred safe clearer).
- Redeem codes, learn pillars and H home.
- Clear early gatekeepers; light refine the main weapon.
Weeks 2–3 — Second job value
- Add Cleric for party glue and future passives, or start your first special parent if you are hard-committed.
- Keep pushing the highest quest zone you can handle.
Weeks 3–6 — Special parents to 70
- Samurai path: Swordsman + Thief to 70.
- Alchemist path: Mage + Merchant to 70.
- Do not neglect gold reserves — Merchant days pay the warp tax for everyone.
Ongoing — 99 prestige
- First 99 → Beta Tester title.
- Three 99s → Limited Ice Cat.
- Specials can be among those 99s, but unlocking at 70 alone does not finish Ice Cat.
If time is limited, finish one 99 on a base you love before obsessing over specials. Prestige kits feel better on an account that already clears islands cleanly.
Party and economy notes for special hunters
- Shared EXP means a friend on a maxed Archer can pull your Merchant through painful mid levels.
- ~2% per member EXP/drop bonuses still apply — special grinding is not a solo prison.
- Fund Samurai/Alchemist refines from the power wallet described in gold guides; do not arrive at 70 broke.
- Boss telegraphs do not care that your job name sounds cooler — read colors the same way.
Decision checklist
- Do I want Samurai fantasy or Alchemist fantasy more?
- Which parent bases am I willing to play for dozens of levels?
- Is my first 99 secured (or close) so Beta Tester is not hostage to a dual grind?
- Does my tier reading still like the special after the time cost (Best Classes)?
- Are stats planned on Stat Builds before I dump points?
Common mistakes
- Expecting Samurai/Alchemist in the creator menu.
- Leveling only one parent to 99 and wondering where the special is.
- Skipping Merchant entirely then complaining Alchemist is “impossible.”
- Unlocking at 70 and stopping — kit mastery and 99 passives still take work.
- Ignoring base-class party roles while tunnel-visioning prestige names.
Related pages
- Classes — full eight-job reference
- Stat Builds — point priorities per job
- Best Classes — editorial F2P ordering
- Leveling — quest, potion, and warp routing toward 70/99
Samurai and Alchemist are the long game of Hunting Together RPG’s class system: earned hybrid identities for hunters who already understand bases, gold, and gatekeepers. Pick a path, calendar the dual 70s, and let the special feel like a promotion — not a reroll fantasy that stalls your whole account.
Frequently Asked Questions
Quick answers for Hunting Together RPG hunters.
How do I unlock Samurai?
Raise Swordsman and Thief to level 70 each. Samurai is not available at character creation.
How do I unlock Alchemist?
Raise Mage and Merchant to level 70 each. Both bases must qualify before the special appears.
Should F2P players unlock specials immediately?
Not on day one. Open islands with a strong base clearer first, then calendar the dual-70 parents once warps and refines are stable.
Do specials count for Ice Cat?
Yes as separate classes once leveled to 99. Unlocking them at 70 alone does not finish the three-class Ice Cat requirement.
Are Samurai and Alchemist strictly better than bases?
They offer distinct prestige kits, not automatic supremacy. Bases still win for early clear speed, party roles, and your first efficient 99.