Hunting Together RPG Class Leveling: Does Each Class Keep Its Own Level?
Hunting Together tracks a separate level for every class. Here is what a switch does to your class level, what passives carry over, and why the Extra interface holds only six.
Quick answer
Yes — each class in Hunting Together keeps its own level, so switching starts the new class at Lv.1 while the passives unlocked by your Lv.99 classes carry over through the Extra interface.
- Each job row in the Change Job window shows that job's own level badge, so progress on one class is not your progress on another.
- The new class climbs from Lv.1 on its own, even when the class you left was capped at 99.
- Extra holds up to six passives unlocked by your Lv.99 classes, and those passives stay usable whichever class you play next.
Does each class keep its own level?
Yes. Hunting Together tracks a level for every class separately, and the Change Job window is where that becomes visible: every job is its own entry with its own level badge. On a maxed account — one where every listed job has already reached the cap — every row reads Lv.99. That is what a per-class system looks like at the end of the road. The badge on the Swordsman row describes your Swordsman; the badge on the Cleric row describes your Cleric. There is no single account-wide level displayed in place of those per-job numbers.
The class level cap is 99, and the game currently lists eight classes: the six base classes plus the newer Samurai and Alchemist. Older store descriptions from the same listing history still say "6 classes", so if you have seen the smaller number quoted, that is the older copy rather than the current roster. If you are still deciding what to level first, the classes overview and the best class comparison cover the options.
What the Change Job window lists
The window separates a base jobs column from a Special Jobs column, and further locked slots are labelled Coming soon. Each entry keeps its own level badge, whether it sits in the base column or the special one.
Data table
- Job
- Swordsman
- Column
- Base jobs
- Listed style
- Melee / Tough
- Job
- Thief
- Column
- Base jobs
- Listed style
- Melee / Top damage
- Job
- Archer
- Column
- Base jobs
- Listed style
- Ranged shots
- Job
- Mage
- Column
- Base jobs
- Listed style
- Ranged area magic
- Job
- Cleric
- Column
- Base jobs
- Listed style
- Heal / Support
- Job
- Merchant
- Column
- Base jobs
- Listed style
- Make Gold
- Job
- Alchemist
- Column
- Special Jobs
- Listed style
- New class
- Job
- Samurai
- Column
- Special Jobs
- Listed style
- New class
What happens when you switch to another class
From a capped class to a new job
Reach the Lv.99 cap
One class reaches level 99.The class level cap is 99, and that job's row in the Change Job window shows Lv.99 — the same badge every row shows on a maxed account.
Switch to another class
The new class starts at level 1.It begins its own progression from level 1 rather than continuing the maxed class's level.
Keep the passives
Passives unlocked by the maxed class stay accessible.You retain access to them whichever class you play next.
Equip them in Extra
The Extra interface holds up to six passives.Those slots draw on the passive skills unlocked by your Lv.99 classes.
Each class you take to Lv.99 adds its passives to the same Extra pool, so the set you can equip grows class by class.
The level and the passive access separate at the moment of the switch, which is why it helps to think of them as two different things. The level is a property of the job: the new class starts at 1, and because each job carries its own badge, the class you finished is not the one that got restarted. The passive access is what you keep from the maxed class, which is why a fresh Lv.1 job can still run with bonuses earned on the class before it.
What carries over: passive skills and the Extra interface
Once a class reaches Lv.99, its unlocked passives become part of the pool the Extra interface uses. Extra lets you equip up to six passive skills unlocked by your Lv.99 classes — a ceiling, not a requirement. The passives cited as examples are Assassin dodge-rate and movement-speed bonuses, and Hunter critical-damage boosts.
Because these passives are tied to your Lv.99 classes rather than to one class, maxing more classes widens what Extra can draw on. A second Lv.99 class does not change the six-slot limit, but it does add to the set of passives those slots can be filled with. That is the practical shape of a switch: the level drops back to 1 on the new job, while the bonuses earned on the maxed class remain available for the new job to use. The extra passives guide goes further into filling those slots.
Why maxing more than one class matters
Class levels feed directly into the beta milestones in the developer's updates. During the beta test period, reaching Lv.99 on a class awarded the Beta Tester title, and reaching Lv.99 on 3 classes awarded the Limited Ice Cat. The developer's post says these rewards stay after the official launch. Both conditions count maxed classes rather than a single total, which matches the per-class level system — three maxed classes means three separate climbs of the same 99-level ladder, one on each job.
Those milestones also show the trade-off of switching. The class you leave behind keeps its own level, but the new class has to climb from 1 before it can contribute its own passives alongside the first.
Making the switch
If you are about to move to a new class, how to change class covers the transition itself. Remember that the climb to 99 restarts on the new job, so the leveling guide is the relevant one for getting there again and adding another set of passives to your Extra pool.
Related Guides
How to Change Class
Use the Change Job window, understand why a new class starts at level 1, and learn how level 99 passives stay available.
Equip Extra Passives
Equip passives from a level-99 class through the Extra interface, see the six-slot limit, and learn where each passive comes from.
Skills, Passives and Extra
Review documented class abilities and combat roles, plus how the level 99 Extra system turns maxed classes into six equippable passives.
