Loading...
The eighteen playable classes in Monsters & Memories, with their archetypes, group roles, playable races and the 2026 ability rework.
The 28 zones in the Monsters & Memories Early Access build, which of them are named, and the one zone that was cut before launch.
What ships on October 1, 2026, the exact launch timing, the no-wipe policy, character slots, and how to get an account and a client.
The Shadow Knight is a plate-armored antihero in Monsters & Memories, trading pure mitigation for damage and collecting monster-hunting abilities from past encounters.
The Rogue is a positional melee damage dealer in Monsters & Memories with the strongest invisibility in the roster, crafted poisons and a reworked Backstab.
Survivors who broke from the Spiral Lords and took to the swamps and caves. Designed and documented, but not playable at Early Access launch.
The Wizard is the highest-damage caster in Monsters & Memories, with sixteen damage spell lines, group teleports and an optional Incantation glyph system.
The 15 dollar monthly subscription, the billing dates, and the three other revenue streams that sit alongside it.
The published Windows specification for Monsters & Memories, stated by the developer as a current recommendation rather than a final requirement.
The four cities a new character can begin in at Early Access, how race, faith and class decide which one, and what is confirmed about each.
The six Monsters & Memories launch servers, their regions, rulesets and boxing policies, plus the options that were dropped before launch.
Leveling in Monsters & Memories runs from 1 to 60 at a deliberately slow pace, with a 15 percent Rested bonus, shared group experience, and skills that improve through use.
Dying in Monsters & Memories leaves your gear on your corpse. Corpse expiry timers, bind points, consent rules for dragging, resurrection and cantrips.
The twelve designed races of Eth-ur, which nine of them are playable when Early Access opens, and the classes each one can take.
Descendants of gnomes transformed underground after the great cataclysm, playable at Early Access launch, with eight classes.
The Monk is the premier puller in Monsters & Memories, an avoidance-based leather-armored martial artist with feign death, three Styles and Body Mastery.
The Spellblade is a highly mobile melee hybrid in Monsters & Memories that cycles arcane, electric and telekinetic weapon infusions and teleports around the fight.
Group rules in Monsters & Memories: shared experience, coin and corpse access, the exact level spread requirement, and the Group Finder listing board.
Sensers of secrets and keepers of the Heap, tolerated for their usefulness. Playable at Early Access launch with ten classes.
The Shaman is a spirit caller in Monsters & Memories with the strongest physical buff suite in the roster, a signature melee slow and sustained heal-over-time recovery.
The Beastmaster is a leather-armored melee brawler in Monsters & Memories who fights alongside one tamed animal companion that must be fed, healed and revived.
The Archer is the ranged physical damage class of Monsters & Memories, built around bow damage, crafted arrowheads, tinkered traps and two combat stances.
The Fighter is the dedicated tank of Monsters & Memories, holding the strongest aggro control tools in the roster and spending Vengeance stacks earned by taking hits.
The Necromancer is a pet-focused caster in Monsters & Memories built on corruption, decay and life drain, with a collectable undead minion that tanks for it.
Dark reflections of the dwarves, formed from titan's blood in the Deep. Designed and documented, but not playable at Early Access launch.
Default keybinds, chat channels, slash commands, macros and the six character states in Monsters & Memories, all rebindable through the options menu.
A dated record of Monsters & Memories development from 2020 to launch, drawn from the developer's own numbered updates, plus the full testing history.
The Paladin is a plate-armored tank and emergency healer in Monsters & Memories, with consecrated ground, damage-absorbing Oaths and a resurrection line one tier behind the Cleric.
The Ranger is a chain-armored wilderness veteran in Monsters & Memories, strongest outdoors, master of snares, and a bow and dual-blade damage dealer.
The Ail'trist, Masters of the Deep, playable at Early Access launch with the widest class list of any race and a confirmed start in Ail'vorith.
The deep elf themed module that was planned as the first post-launch update and is now part of the Early Access launch build.
Carrying capacity, bag and belt slots, the four published item flags, light sources, reagents and weight in Monsters & Memories, plus how player-fed merchants work.
The crafting and gathering skills confirmed for Monsters & Memories, how recipes are taught or discovered, and how player-fed merchants buy what you make.
The volunteer studio behind Monsters & Memories: founding, funding, team size, open development, and the technology the game runs on.
The Enchanter is the premier crowd control class in Monsters & Memories, a Charisma-driven caster of charms, stuns, hastes, illusions and mana regeneration.
The Druid is a nature caster in Monsters & Memories that heals, nukes and teleports, and whose Seasons mechanic shifts its bonuses based on what it casts.
Craftsmen and explorers made from the blood of a titan in the Galdri Range, playable at Early Access launch, with ten classes.
How Monsters & Memories plays: the four design tenets its developer names, the ten stated system focuses, and the pages covering each mechanic in detail.
Aethoril's inventors and researchers, playable at Early Access launch, with nine classes weighted heavily toward arcane casting.
The Cilindrine, insular heirs of the Calafrey Conglomerate. Designed and documented, but not playable at Early Access launch.