How to Change Class in Hunting Together RPG and What Happens to Your Class Level
The Change Job window is where you switch classes in Hunting Together RPG. See the base and special jobs, why the new class starts at level 1, and how passives from level 99 classes stay available through Extra.
Quick answer
Change class in Hunting Together RPG through the Change Job window. The job you pick starts at level 1, so class level does not carry over from the job you leave; passive skills from a class taken to the level cap of 99 stay available through the Extra interface, which can equip up to six passives.
- Base Jobs column: Swordsman, Thief, Archer, Mage, Cleric and Merchant.
- Special Jobs column: Alchemist and Samurai, plus further locked slots labelled Coming soon.
- The new class begins at level 1 and the old class's level does not transfer to it.
- Extra equips up to six passive skills unlocked from level 99 classes.
Every class change goes through the Change Job window. It is divided into a Base Jobs column and a Special Jobs column, so the first decision is which group of jobs you are choosing from: the six base jobs sit together, while the special jobs have their own column.
The second half of the question matters more for planning. A switch does not carry your class level into the new job — the new class begins at level 1. What carries over is access to the passive skills unlocked by a class you maxed at level 99, and those are managed through the Extra interface rather than kept as levels.
The Change Job window: base jobs and special jobs
The Change Job window is the game's class-switching interface. Its Base Jobs column lists six jobs, each with a short role label:
| Job | Window label |
|---|---|
| Swordsman | Melee / Tough |
| Thief | Melee / Top damage |
| Archer | Ranged shots |
| Mage | Ranged area magic |
| Cleric | Heal / Support |
| Merchant | Make Gold |
Use these labels as the window's own summary of what each job is for. They separate the jobs at a glance and answer the role question before you commit to starting a new class at level 1. For a broader comparison than the window provides, the Hunting Together RPG classes overview and the best class guide are the related pages.
The Special Jobs column sits alongside the base list. It names Alchemist and Samurai, and it also has further locked slots labelled Coming soon. Those locked slots mark out special jobs beyond the two currently named, so the Special Jobs category is visibly larger than the two named entries. If Alchemist is the one you are considering, the Alchemist guide follows that job in detail.

On a fully maxed account, every job row in the Change Job window shows a Lv.99 badge, which is what the window looks like when all the listed jobs have been taken to the cap.
What happens to your class level when you switch
The direct answer is that the new class starts at level 1. The rule is tied to the 99 cap: after reaching the level cap of 99 on any class, you can switch to another class at level 1 while retaining access to the passive skills from your maxed role. The new class begins at level 1, so the level you earned on the previous job is not carried into it.
Retaining access is not the same as keeping levels. The passive skills are used through the Extra interface, where you can equip up to six passive skills unlocked from your level 99 classes. Examples include Assassin dodge rate and movement speed bonuses and Hunter critical damage boosts. Since these passives are unlocked by taking classes to 99, each class you max adds its own options to the pool, while the six-slot limit controls how many are equipped at once.
From a maxed class to a level-1 job
- 1
Take a class to 99
Level one class to the cap.
- 2
Switch in the Change Job window
Choose the next job from the Base Jobs or Special Jobs column.
- 3
Equip passives through Extra
Use the Extra interface for passives from your maxed classes.
The three parts connect in a practical order. A maxed class is what produces passive skills; the Change Job window is where you move to a different class; the new class starts at level 1; and Extra is where the passives from maxed classes remain usable. That is why finishing a class before switching matters: the passive set exists only once a class has reached 99, so a job you have not maxed has not produced passives for Extra to draw on.
What the level-1 start means for your next class
Treat the job you pick as a fresh class rather than a continuation of the old one. Its class level starts at 1, so any progression you want on it has to be earned on that job. The old job's level does not move across; on a fully maxed account, every job row still shows Lv.99, which is consistent with each job holding its own level in the window.
What softens the restart is the passive access. Up to six passives from level 99 classes can be equipped through Extra, and the examples are specific combat bonuses: Assassin dodge rate and movement speed, and Hunter critical damage. A switch is therefore not a blank slate in every respect — the new job starts at level 1, but the passive value of your maxed classes is still there to use. The extra passives guide and the skills and passives page go further into the passive side.
If you are switching to build another class rather than to replace the current one, plan the new job's levels the same way you would any other class. The class leveling guide and the leveling guide are the natural follow-ups after the switch. The Lv.99 badges in the Change Job window also give you a quick check of which jobs are already maxed before you decide what to level next.
Choosing between the available jobs
The window presents the base jobs by role rather than as a ranked list, and its labels are specific enough to shortlist a job:
Decision guide
The special jobs are the smaller group. Alchemist and Samurai are named in their own column, and the locked Coming soon slots show that further special jobs are signposted beyond them. Compare the options before switching, because the job you choose is the one that starts again at level 1.
Whichever column you choose from, the mechanics of the switch are the same: the selected job begins at level 1, and passives unlocked from level 99 classes remain available through Extra, with up to six equipped at once. The decision is therefore two-part — the role you want next, and whether the maxed classes behind you have passives worth keeping in those six Extra slots.
Related Guides
Class Levels After Switching
Understand why every class keeps its own level, what a class switch does to it, and how passives carry over to Extra.
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.
Where to Find the Alchemist
Find Alchemist in the Change Job window's Special Jobs column, alongside Samurai and ahead of locked Coming soon slots.
