
Monsters & Memories Classes Guide: All 18 Classes Explained
Monsters & Memories Guide: All 18 Classes Explained
Choosing a class in Monsters & Memories is about more than finding the biggest damage numbers. Your class determines how you approach combat, what your group expects from you, how you handle dangerous encounters, and how comfortably you can progress when other players are not available. Some classes specialize in protecting allies, others keep a party alive through demanding fights, while several depend on pets, crowd control, or careful positioning to make the most of their abilities.
Monsters & Memories features 18 classes, each designed around a particular combat identity. The game rewards cooperation, so even classes that deal less direct damage can be essential to a successful group. Tanks control incoming threats, healers prevent a single mistake from becoming a wipe, and support classes provide tools that help everyone fight more efficiently.
This guide breaks down all 18 classes by their gameplay style, explains what makes each one different, and helps you narrow down your options based on whether you prefer solo progression, group hunting, melee combat, ranged attacks, or tactical support. If you are still learning the game's progression systems, our Monsters & Memories leveling guide also covers hunting camps, group experience, and preparation for the journey toward level 60.
All 18 Monsters & Memories classes at a glance
Before committing to a character, consider the role you would actually enjoy playing. A durable frontline character has a very different experience from a fragile spellcaster, and a class with strong utility may contribute more to a group than its damage output suggests.
Class | Primary role | Best fit for |
|---|---|---|
Fighter | Tank, melee DPS | Players who want to hold enemy attention and remain in the frontline |
Shadow Knight | Tank, melee DPS | Aggressive tanking with life-draining abilities and a summoned companion |
Paladin | Tank, healer | Players who want defensive tools, emergency healing, and protection for allies |
Inquisitor | Tank, crowd control | Tactical players who want to disrupt enemy spellcasters |
Cleric | Healer, support | Dedicated healing and keeping groups alive |
Druid | Healer, magic DPS, support | Flexible gameplay with healing, damage, and travel utility |
Shaman | Healer, magic DPS, support | Healing over time, powerful buffs, and sustained group support |
Enchanter | Crowd control, support | Players who prefer controlling enemies and strengthening allies |
Bard | Support, utility | Mobile group support, songs, and versatile combat assistance |
Beastmaster | Melee DPS, pet | Close combat combined with a trained animal companion |
Necromancer | Magic DPS, pet | Damage over time, undead companions, and independent progression |
Elementalist | Magic DPS, pet | Elemental companions and spell-based ranged combat |
Monk | Melee DPS, puller | Mobile fighters who enjoy pulling enemies and managing risky encounters |
Rogue | Melee DPS | Stealth, daggers, poisons, and high-impact attacks |
Spellblade | Melee DPS | Weapon combat enhanced by arcane and elemental-style effects |
Archer | Ranged DPS | Physical damage, traps, crafted arrows, and positional combat |
Ranger | Melee and ranged DPS, utility | Flexible weapon styles and useful outdoor group abilities |
Wizard | Magic DPS | High spell damage against individual targets and groups of enemies |
These are the classes' broad identities, not a permanent power ranking. Class balance, individual abilities, and racial availability can change as Early Access development continues.
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Classes for players who want to lead the fight
Frontline classes are responsible for controlling dangerous encounters and giving the rest of the party room to work. They differ in how they manage enemy aggression, survive incoming damage, and support the group.
Fighter
The Fighter is the straightforward choice for players who want to take responsibility for the frontline. Its kit focuses on maintaining enemy attention and turning incoming pressure into offensive opportunities. Vengeance stacks build as the Fighter takes damage and can be spent on abilities such as Frenzy, Cleave, and Second Wind.
Choose Fighter if you prefer a durable, direct combat style and want to make tanking the central part of your role. It also offers melee damage, but its primary identity is controlling fights rather than competing with dedicated damage dealers.
Shadow Knight
Shadow Knight combines plate-armored tanking with a more aggressive approach to combat. It uses life-draining attacks and summons a Soul Servant, giving the class a distinctive mix of durability, damage, and companion-based mechanics.
Abilities such as Soulrend provide life-draining effects, while Grip of Shadow can pull a target from a distance. Shadow Knight suits players who want to lead from the front without giving up the feeling of playing an offensive character.
Paladin
Paladin combines heavy armor and a shield with healing and protective abilities. It can focus on tanking or use a two-handed weapon to increase its offensive emphasis. Its healing spells are useful in emergencies, although their mana costs make careless repeated casting difficult to sustain.
Paladin is a strong thematic choice for players who want to protect teammates rather than simply absorb damage. Oaths can redirect part of an ally's damage to the Paladin, adding another layer of responsibility during group fights.
Inquisitor
Inquisitor takes a more specialized approach to tanking. Its identity revolves around disrupting magic users through silences, dispels, mana draining, and limited charm effects. Pillage Mana can drain an enemy's mana and share it with the group, while Aura of Rapidity offers a haste benefit.
This class suits players who enjoy recognizing dangerous enemy abilities and responding with the right tool. Its restricted race selection also makes it worth checking class compatibility before creating your character.
Classes built around healing and group survival
Healing in Monsters & Memories is not just about repeatedly restoring health. Different healers support a group in different ways, from reacting to sudden damage to providing sustained recovery and useful secondary abilities.
Cleric
Cleric is the dedicated healer for players who want to concentrate on keeping a party alive. Its toolkit includes single-target healing, group healing, cone-based healing, delayed healing, and absorb shields. Divine Aegis provides a powerful defensive window, while the Redemption line offers resurrection-related utility.
Cleric is a natural choice for players who enjoy monitoring the entire group and making decisions under pressure. Its healing specialization makes it particularly relevant when a party needs dependable recovery during difficult encounters.
Druid
Druid combines healing with direct magical damage and support abilities. Rather than being restricted to one narrow task, the class can adjust its contribution to what the group needs. Its seasonal mechanics shift the emphasis between healing and damage, while roots, snares, and travel spells provide additional flexibility.
Druid is also one of the classes highlighted for solo potential. That versatility makes it worth considering if you expect to alternate between independent exploration and organized group play.
Shaman
Shaman offers healing over time, powerful physical buffs, enemy slows, and other group-support tools. Pact of Renewal provides ongoing healing, while the class can convert its own health into mana when needed. These mechanics reward players who pay attention to resource management rather than relying on one healing method.
Pick Shaman if you want to contribute through several layers of support. Its role is broader than simply restoring health, and its buffs can help the whole party perform more effectively.
Classes that control enemies and support their allies
Support classes can change the difficulty of an encounter without necessarily topping the damage chart. Their value comes from limiting enemy actions, improving the group's performance, and making dangerous pulls more manageable.
Enchanter
Enchanter specializes in crowd control. It can mesmerize, charm, and stun enemies, helping the group manage situations that would otherwise overwhelm its frontline. Its buffs include Haste, Clarity for mana, and Sagacity, which improves Charisma, Intelligence, and Wisdom together.
The class also has access to a minor pet, but its defining feature is how it controls the pace of combat. Enchanter is best suited to players who enjoy tactical decision-making and understand that preventing an enemy from acting can be just as valuable as damaging it.
Bard
Bard uses songs to provide mobile group support. Helpful songs operate as group auras and can remain active while the Bard moves, reducing the need to remain stationary throughout an encounter. Harmful songs still require more active management, and the class can contribute pulling, haste, and area crowd control.
Bard rewards players who enjoy maintaining several effects while remaining aware of the entire battlefield. The class can support the group in multiple ways, although its charm ability should not be treated as a dependable foundation for every build.
Classes that fight alongside pets
Pet classes add another layer to combat by bringing a companion into the encounter. The companion's job differs between classes, ranging from absorbing enemy attacks to adding sustained damage or improving group resources.
Beastmaster
Beastmaster focuses on physical combat and taming animals rather than using a traditional spellbook. Its companion can serve as a damage dealer, tank, or more balanced partner, depending on the pet selected. Bestial Bond is central to the taming system, and stored pets can be swapped at a Kennel Master.
This class is ideal for players who enjoy building their combat style around a companion. Pet selection matters because it influences how comfortably you can approach enemies and whether you need to rely on other players for protection.
Necromancer
Necromancer uses undead companions alongside poison, corruption, and disease damage over time. Skeletons, zombies, and ghouls each require the appropriate reagent, while the class's pacts can trade personal health for additional power.
The combination of pets and sustained damage makes Necromancer a compelling option for players who enjoy a methodical combat style. It is also highlighted for solo potential, although success still depends on managing enemies, resources, and the limitations of the current class balance.
Elementalist
Elementalist binds elemental companions associated with fire, water, earth, and air. Its pets scale with the character, while Companion Strike provides a key part of its damage. The water companion also contributes Fount of Mana, a useful mana aura for the group.
Elementalist is particularly appealing if you prefer magical ranged combat while having a companion that can take pressure off you. Its pet-based design can support solo play, but the class still benefits from suitable target selection and preparation.
Classes for close-range combat
Melee damage dealers tend to reward positioning, timing, and awareness of enemy behavior. The three options below offer notably different approaches to getting close to a target.
Monk
Monk is a mobile melee fighter with a strong identity as a group puller. It uses three combat styles, Sun, Moon, and Wind, and can close distance with Flying Kick. The class also has feign-death utility, which supports careful pulling and some solo situations.
Choose Monk if you enjoy controlling the flow of encounters rather than focusing solely on damage. Its ability to pull enemies gives it a practical purpose in group hunting, especially when the party needs a player who can manage incoming targets carefully.
Rogue
Rogue relies on stealth, daggers, poisons, and attacks that reward proper setup. Remaining in Stealth for at least three seconds strengthens the weapon portion of Backstab, while poisons become available early in character progression and are crafted from toxins extracted from venomous animals.
Rogue fits players who prefer precision and preparation over straightforward sustained fighting. However, stealth does not remove every risk, and the class is considered more challenging for solo progression than some of the game's more self-sufficient options.
Spellblade
Spellblade blends melee weapon combat with arcane, electric, and telekinetic effects. Its Conduit ability discharges the active infusion, while Arcane Spear offers a ranged pull and Phase Strike lets the character teleport behind a target.
This class is worth considering if you like staying close to enemies but want more magical movement and effects than a conventional melee fighter provides. Its strength lies in the combination of weapon attacks and ability-based mobility.
Classes that specialize in ranged damage
Ranged classes let you attack from a distance, but they do not all play alike. Archer emphasizes physical attacks and preparation, Ranger changes between melee and ranged combat, and Wizard relies on powerful spells.
Archer
Archer deals physical ranged damage and uses positioning, traps, and crafted ammunition to improve its effectiveness. Strafing Barrage allows it to fire multiple shots while moving, giving the class a distinct mobile attack. Tinkering and Fletching also connect its combat setup with crafting.
Archer is a good fit for players who prefer physical ranged attacks without depending on traditional magic. Since its tools reward preparation, it is worth developing the associated crafting capabilities as part of your overall character plan.
Ranger
Ranger combines a bow with two-blade melee combat and can contribute both damage and utility. Its design is particularly suited to outdoor zones, while its Recuperate ability helps a group recover health and mana at a campfire, subject to a long cooldown and its intended restrictions.
Ranger is a flexible choice if you do not want your character limited to one range of engagement. Its additional utility is especially relevant to groups that spend extended sessions hunting in the open world.
Wizard
Wizard is the dedicated spell-damage specialist, built around powerful single-target attacks and area spells. Its damage potential comes with clear trade-offs: the class is fragile and depends heavily on mana management. Seal of Magic allows spells to build Mark of Magic on a target, increasing the spell damage it receives and giving the group a way to capitalize on the effect.
Wizards also offer valuable travel and group evacuation spells. Choose Wizard if you want a high-impact magical damage role and are comfortable paying close attention to positioning, mana, and the threats that can reach you.
Which Monsters & Memories class should you choose?
The best choice depends on what you find enjoyable over a long leveling journey, not simply which class currently appears strongest. A player who loves controlling enemies may find Enchanter more rewarding than a damage-focused class, while someone who wants to fight independently may prefer Druid or Necromancer.
For players who want to lead a group, Fighter, Shadow Knight, Paladin, and Inquisitor provide different tanking styles. Those who want to focus on healing can compare Cleric's dedicated healing kit with Druid's versatility and Shaman's sustained support. Enchanter and Bard are worth considering for players who enjoy improving their group's efficiency through buffs and control, while pet enthusiasts have Beastmaster, Necromancer, and Elementalist to choose from.
For direct combat, Monk, Rogue, and Spellblade reward different approaches to melee fighting. At range, Archer provides physical damage and crafting synergy, Ranger offers more flexibility, and Wizard concentrates on magical damage. Consider both the type of combat you prefer and how much responsibility you want to take for your group.
Are some classes better for solo leveling?
Druid and Necromancer are among the game's most notable options for players interested in solo progression. Druid combines damage, healing, and utility, whereas Necromancer adds undead companions and sustained damage. Elementalist is another option to consider because its pet can help take incoming damage.
Solo viability is not a guarantee that every enemy or area will be manageable. Your equipment, abilities, knowledge of combat mechanics, and choice of hunting location remain important. Our Monsters & Memories leveling guide explains how to evaluate camps and reduce wasted time between encounters.
Does your race affect your class choice?
Yes. Race and class combinations are restricted, so confirm the available combinations before creating your character. Human has broad class access, while some options are much more limited. The Inquisitor, for example, is currently available to Deep Elves and Humans, while Monk has a similarly narrow selection of races.
It is also worth remembering that class features are still changing during Early Access. Before investing significant time into a character based on a particular ability or interaction, review the current patch notes and official class information.
Learn your class before investing in the grind
Monsters & Memories rewards preparation, teamwork, and understanding the advantages your character brings to a party. Choosing a class that suits your preferred playstyle makes it easier to stay engaged as levels become more demanding and group composition starts to matter more.
Once you have chosen a class, make visiting your guild master part of your routine. Learn new abilities through their scrolls, keep your memorized abilities suited to the content you are attempting, and develop an understanding of when to engage, recover, or ask for help. The game allows up to 10 memorized abilities at once, so selecting the right tools for your activity is part of character development.
Remember that death has consequences for your preparations, particularly for spellcasters whose memorized spells can be lost. True caster classes gain a cantrip at level 4 that remains memorized through death, but this does not eliminate the need to prepare carefully before difficult encounters.
Reaching level 60 is a long-term project, and the most efficient approach varies with your class and the groups available to you. Focus on steady progression rather than automatically choosing tougher enemies, and adjust your strategy whenever downtime or repeated deaths begin to outweigh the rewards.
If you would prefer to spend less time on repetitive hunting and more time exploring the game, you can also explore Monsters & Memories leveling services at misti.services. Choose the progression that matches your character and goals while keeping your class's strengths and preferred style of play in mind.




