Hunting Together RPG Skills and Passives: Class Abilities and the Level 99 Extra System
A class-by-class look at Hunting Together RPG's documented skills and combat roles, plus how the level 99 Extra system turns maxed classes into up to six equippable passives.
Quick answer
Hunting Together RPG's guides give each of the six classes covered here a combat role and name specific active abilities for the Cleric and Assassin, and passives open up through the level 99 Extra system: reach the level cap of 99 on a class, switch to another class at level 1, and equip up to six passive skills from your level 99 classes in the Extra interface.
- The Cleric's documented active skills are Mending Light, a group heal that casts on a progress bar, and Second Dawn, which revives a fallen teammate without consuming a revival item.
- The Assassin's rear-attack skill makes hits from behind stronger, and Assassin dodge-rate, movement-speed and Hunter critical-damage bonuses are documented examples of level 99 passives.
Hunting Together RPG gives each class a distinct job in combat, and the game's guides document those jobs through combat roles, named skills and, at the level cap, passive bonuses your character can carry between classes. This page gathers what each class documents, then explains step by step how the level 99 Extra system turns a maxed class into passives you can equip.
What each class documents
The beginner guide pairs every class with a combat role and a baseline strength; the table covers all six, so you can look a class up directly.
Data table
- Class
- Swordsman
- Documented combat role
- Melee tank with a one-handed sword, high HP and high defense
- Baseline strength to know
- Highest baseline defense, so beginners can withstand boss attacks directly
- Class
- Thief
- Documented combat role
- Fast melee attacker with rapid burst damage and high criticals
- Baseline strength to know
- High damage from the start, but a low baseline health pool makes dodging necessary
- Class
- Archer
- Documented combat role
- Long-range bow combatant with sustained single-target damage
- Baseline strength to know
- High damage from the start, but a low baseline health pool makes dodging necessary
- Class
- Mage
- Documented combat role
- Long-range caster using fire, ice and lightning AoE spells
- Baseline strength to know
- Area damage and control in group play
- Class
- Merchant
- Documented combat role
- Balanced melee fighter with ground smash attacks and gold bonuses
- Baseline strength to know
- Accelerates currency acquisition during standard farming loops
- Class
- Cleric
- Documented combat role
- Group support through healing and resurrection
- Baseline strength to know
- Functions well in group settings via healing and its resurrection skill
Stat priorities and skill choices per class are covered on the stats and builds page, and if you are still choosing where to start, the classes overview lays out the full roster.
Mending Light and Second Dawn: the Cleric's documented skills
The Cleric, also played as the priest, has the most explicitly documented active skill kit. It comes down to two abilities:
- Mending Light restores health to the Cleric and nearby teammates. The healing cast runs on a progress bar, so you can see the heal tick toward completion instead of guessing.
- Second Dawn revives a fallen teammate without consuming a revival item. The beginner guide also calls this the "Second Down resurrection skill" — two names, one resurrection tool.
That kit is why the Cleric functions so well in group settings: Mending Light keeps everyone topped up while Second Dawn pulls a fallen player back into the fight without burning a revival item. One creator who played the priest class described it as support that still contributes real damage — "I can help with damage too" — and built his own party plan around always including a priest. That is one priest player's experience rather than a formal rule, but it matches what the kit is designed to do: keep a group alive, then pitch in offensively.
Assassin skills: stronger hits from behind
The Assassin documents a positioning-based skill: hits from behind are stronger. A creator testing the class against a boss landed a strike from the monster's rear, watched it hit far harder than expected, and attributed the extra damage to exactly this skill. The condition is built into the playstyle — if you fight as an Assassin, working around to a monster's back is how you cash the skill in.
The Assassin also shows up later in the passive game: dodge-rate and movement-speed bonuses are two of the documented passives unlocked at level 99, which the next section covers.
How the level 99 Extra system unlocks passives
Passives are the long-game layer of the skill system, and the gate is the level cap. Take any class to 99, switch to another class that starts at level 1, and equip up to six passives unlocked from your level 99 classes in the Extra interface. The documented examples are the Assassin's dodge-rate and movement-speed bonuses and the Hunter's critical-damage boosts; our extra passives guide goes deeper on choosing them.
The level 99 Extra passive loop
Reach level 99 on a class
Take any class to the level cap.The cap is 99, and any class qualifies — the Extra system tracks the classes you have maxed, not the one you are currently playing.
Switch to a new class
Change class and restart at level 1.The new class levels from the beginning, but you keep access to the passive skills of the class that reached 99.
Equip up to six passives
Open the Extra interface and slot your unlocked passives.Up to six passive skills from your level 99 classes can be equipped, such as Assassin dodge-rate and movement-speed bonuses or Hunter critical-damage boosts.
Maxing another class adds its passives to the pool you can equip from, so the system keeps paying out across every class you take to 99 after the first.
For the climb itself, the class leveling guide covers reaching the cap, and the class-changing guide walks through the switch once you are there.
Where passives fit in character power
Skills and passives are one of three documented power channels, alongside weapon refinement and card collection. Refinement is the gear-side version of the same idea: weapons upgrade at the blacksmith using refine ores from monster drops, and the risk concentrates at the top — failing a +9 to +10 attempt downgrades the weapon to +8, unless you use a protection stone, which keeps it at +9 on failure. The refining guide details that system; the Extra system is the growth path that follows your classes instead of your gear.
Fitting skills into a party
Parties hold up to six players, and you do not need one of every class in them. Treat the six-player limit as room to build around a goal: Thief for focused melee damage, Archer for sustained ranged attacks, or Mage for area damage and control. The Cleric's healing and resurrection are what make it function so well in group settings, so support slots and damage slots can be filled deliberately rather than by default.
To fill a missing role, the party guide covers lineup planning, the class-changing guide covers the switch, and the builds pages carry the stat priorities and skill choices each slot needs.
Whichever class you start with, its documented role tells you how to fight today — and at level 99, the Extra system makes sure the passives you earned follow you into every class after it.
Related Guides
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.
Stats and Build Priorities
Learn which stats each class should prioritize and how to keep a build consistent when gear, rerolls and party roles change.
All 8 Classes and Their Roles
See what each of the eight jobs is built to do in combat, in a party or as support, from Swordsman to Alchemist.
