Hunting Together Classes: Complete Breakdown and Role Guide
Hunting Together classes feature six playable options: Swordsman, Thief, Archer, Mage, Cleric, and Merchant. Each job brings distinct attack ranges, durability levels, and stat priorities, while reaching the level 99 cap lets players share passive skills across other professions.

Hunting Together classes feature six playable options: Swordsman, Thief, Archer, Mage, Cleric, and Merchant. Each job brings distinct attack ranges, durability levels, and stat priorities, while reaching the level 99 cap lets players share passive skills across other professions.
Class Selection Overview
Selecting a starting profession determines your attack range, survivability, and baseline playstyle in the field. Melee fighters provide distinct trade-offs between durability and burst speed, while ranged spellcasters and physical bow users trade health pools for distance control.
| Class | Best For | Combat Trade-off |
|---|---|---|
| Swordsman | Frontline tanking and straightforward melee combat | Short range and moderate damage output |
| Thief | Fast burst damage and critical strikes | Low health pool requiring melee engagement |
| Archer | Long-range farming and physical crowd control | Low durability when targeted by heavy attacks |
| Mage | Elemental magic damage and area-of-effect spells | Low defense requiring heavy mana potion usage |
| Cleric | Sustaining teammates, casting buffs, and revivals | Lower solo clearing damage than pure attack jobs |
| Merchant | Balanced physical damage and farming extra gold | Melee attack range with lower defense than Swordsman |
Core Attributes and Recommended Job Builds
Each profession relies on specific stat distributions to perform reliably during mob farming and boss encounters. Players assign attribute points earned from leveling up, and understanding core stat builds prevents wasted progression before reaching the Stat Master NPC in town.
Swordsman
The Swordsman wields a one-handed sword and functions as the primary tank of the roster. With high base health and defense, this class absorbs damage from field leaders and dungeon bosses without collapsing. Attacks operate strictly in melee distance, delivering dependable, moderate physical damage accompanied by shield abilities and elemental strikes.
Stat investment centers on STR to raise raw sword damage, paired with VIT to expand your maximum health pool and damage reduction. This balance ensures you can stand directly against tough targets during automated farming runs.
Thief
The Thief relies on rapid melee swings, high burst damage, and agility. Operating similarly to an assassin archetype, the class features short attack reach and a relatively small health pool, sitting at a 3-star ease-of-play rating.
Building a Thief prioritizes STR first to maximize baseline attack strength. Secondary points flow into LUK, which significantly increases critical hit frequency to land heavy bursts, followed by AGI to accelerate attack animation speed.
Archer
The Archer utilizes bows to strike targets from a long distance, keeping hostile creatures from closing the gap. Rated at a 4-star level for ease of play, the class delivers continuous ranged physical damage. The primary drawback is fragile health, making the character susceptible to fast defeats if swarmed.
Archer stat setups center on DEX as the primary attribute, which increases bow attack power, raises attack speed, and reduces casting delays. Secondary allocation splits between LUK for critical hits and AGI for rapid-fire arrow volleys. Players focusing on ranged progression can review the dedicated Archer guide for zone-specific skill rotations.
Mage
The Mage commands elemental spells encompassing fire, ice, and lightning magic. The class attacks from long range and can strike multiple targets with area-of-effect abilities. However, low base defense and low HP leave the Mage vulnerable to being returned to base upon taking direct hits.
Stat points belong primarily in INT to amplify magic attack power (MATK) and expand maximum SP capacity. Placing secondary points into AGI reduces spellcasting animations, allowing skills to fire faster. Because spell rotations consume significant resources, maintaining a steady supply of mana potions from the merchant shop remains mandatory.
Cleric
The Cleric serves as the dedicated support role, offering balanced durability and long-range utility. Holding a 4-star ease-of-play rating, the Cleric provides party buffs, direct healing for allies and self, and the standout revival skill named Second Down.
Solo clearing proceeds slower on a Cleric compared to aggressive damage dealers, but survivability remains exceptionally high. Stat investment prioritizes INT to empower healing outputs and buff potency, backed by VIT to ensure the healer outlasts incoming boss mechanics.
Merchant
The Merchant combines high physical damage output with balanced survivability and resource generation. Fighting with melee weapons, the class possesses an area-of-effect ground smash skill and sits at a 3-star difficulty rating.
This class excels at generating currency, making it an effective choice for players focused on money making through field drops and equipment sales. Primary stat points focus on STR for attack power, accompanied by AGI for attack speed and VIT for sustained defense in close quarters.
The Extra Passive System at Level 99
Hunting Together encourages leveling multiple classes on a single account. When a character reaches the level 99 cap on any profession, the game unlocks the ability to switch to another class at level 1 while retaining account-wide advantages.
The Extra system unlocks slot icons in your skill interface once level thresholds are achieved. Reaching level 99 on a job makes its passive abilities available to equip across any other active profession, with up to 6 passive skill slots usable simultaneously. For example, leveling an Assassin to 99 allows a different class to equip passives granting +20 dodge rate, +15 movement speed, critical damage modifiers, and a 20% attack boost. Reaching level 99 across three separate classes also unlocks the limited Ice Cat pet reward during the beta testing period.
Leveling Synergies and Party Combat
Maximizing class potential requires utilizing the built-in party and auto-battle mechanics. Combining classes within a party of up to 6 players grants an experience and drop rate boost of 2% per member, reaching a maximum bonus of 12%. When party members have a level gap exceeding 10 levels, the experience bonus decreases by 1.5% to 5% per level, up to a maximum penalty of 30%.
Support-oriented classes such as the Cleric can activate Support Mode in the auto-attack settings to prioritize healing and buffing allies rather than standard attacks. For damage classes, switching between normal attacks and skill-only modes determines clearing efficiency based on whether your abilities defeat regional monsters in a single hit. Players looking to optimize early progression can follow the structured beginner guide to coordinate quest loops and zone transitions, or apply party grouping methods outlined in the fast leveling walkthrough to hit level 99 efficiently. When taking on world leaders alone, consulting the solo boss guide outlines step-by-step movement patterns to avoid red telegraph markers.
Related Guides
Beginner Guide
Understand core classes, auto-farm settings, party experience buffs, and repeatable quests to advance your character to level 99.
Fast Leveling
Learn how to reach level 99 quickly by combining full party EXP boosts, 30-minute potion timers, and repeating zone quests.
General Guide
Learn how to build each class, share party XP, unlock zone Warp Pillars, and collect candies for the Halloween Gacha in Hunting Together.
Money Making
Learn how to accumulate gold fast through quest turn-ins, inventory sales, drop potions, and Merchant combat builds.
