Monsters & Memories Classes: All 18 Classes and Roles
Monsters & Memories has 18 classes, and you can play all 18 in Early Access as of October 2026. We sort them into six groups here: four tanks, three healers, two crowd-control and support classes, three pet classes, three melee damage classes and three ranged damage classes. This page puts the whole roster in one table, then sends you to our role guides for the full kits. It is part of our Monsters & Memories guides.
By CoGM ยท
All 18 classes at a glance
Archetype and role come from each class's official page. Armor comes from the official page unless it says "wiki", which means only the player-run community wiki lists it. The pet column reflects the deep-dive changes. The races column shows which of the nine current races can pick the class.
| Class | Official archetype | Role | Armor | Pet | Races you can play now |
|---|---|---|---|---|---|
| Archer | High-Mobility Marksman Tinkerer | Ranged DPS | Leather (wiki) | No | Deep Elf, Goblin, Halfling, Human, Ogre, Wood Elf |
| Bard | Fast-Moving Song Twister | Support, utility | Most armor types (wiki) | Charm only | Dwarf, Halfling, Human, Wood Elf |
| Beastmaster | Animal-Taming Primal Brawler | Melee DPS, pet | Leather | Yes, tamed beasts | Deep Gnome, Goblin, Halfling, Human, Ogre, Wood Elf |
| Cleric | Divine Conduit | Healer, support | Heavy armor and shield | No | Deep Elf, Dwarf, Gnome, Halfling, Human |
| Druid | Jack-of-All-Trades Caster | Healer, magic DPS, support | Leather (wiki) | No (bear pet removed) | Deep Gnome, Goblin, Halfling, Human, Wood Elf |
| Elementalist | Elemental Binder | Magic DPS, pet | Cloth (wiki) | Yes, elementals | Deep Elf, Deep Gnome, Dwarf, Gnome, Human, Ogre |
| Enchanter | Masterful Conductor | Crowd control, support, utility | Cloth (wiki) | Minor pet and charm | Deep Elf, Deep Gnome, Dwarf, Gnome, Goblin, Human |
| Fighter | Armored Juggernaut | Tank, melee DPS | All armor types (wiki) | No | Deep Elf, Dwarf, Gnome, Goblin, Halfling, Human, Ogre, Wood Elf |
| Inquisitor | Anti-Magic Tyrant | Tank, crowd control | Plate | No (brief charm) | Deep Elf, Human |
| Monk | Perfected Weapon | Melee DPS, puller | No heavy armor; leather (wiki) | No | Deep Elf, Human, Ogre |
| Necromancer | Master of Death | Magic DPS, pet, utility | Cloth (wiki) | Yes, undead | Deep Elf, Deep Gnome, Gnome, Goblin, Human |
| Paladin | Warrior of Faith | Tank, healer | Plate and shield | No (pet removed) | Deep Elf, Dwarf, Gnome, Halfling, Human |
| Ranger | Wilderness Veteran | Melee and ranged DPS, utility | Chain | No | Deep Elf, Dwarf, Goblin, Halfling, Human, Ogre, Wood Elf |
| Rogue | Opportunistic Striker | Melee DPS | Lighter armor (wiki) | No | Deep Elf, Deep Gnome, Dwarf, Gnome, Goblin, Halfling, Human, Wood Elf |
| Shadow Knight | Antihero Monster Hunter | Tank, melee DPS | Plate | Yes, Soul Servant | Deep Elf, Goblin, Human, Ogre |
| Shaman | Spirit Caller | Healer, magic DPS, support | Chain (wiki) | No (pets removed) | Deep Gnome, Goblin, Human, Ogre, Wood Elf |
| Spellblade | Highly-Mobile Magic Swordsman | Melee DPS | Light armor | No (pet removed) | Deep Elf, Dwarf, Gnome, Human |
| Wizard | Arcane Artillery | Magic DPS | Cloth (wiki) | No | Deep Elf, Deep Gnome, Dwarf, Gnome, Human |
The official pages name armor for eight classes. For the other ten, only the community wiki gives an armor type. Players write that wiki, so treat those entries as a guide until the developers confirm them.
Tanks
Four classes are built to tank.
Fighter. The official page says Fighter has the best aggro tools of any class, and the class review made it a dedicated tank. It builds Vengeance stacks as it takes damage and spends them on Frenzy, Cleave or Second Wind. The developers want it to out-damage most tanks but stay behind damage classes such as Ranger or Monk.
Shadow Knight. This plate tank deals more damage than a Paladin but mitigates less damage than a Fighter. It summons a Soul Servant with a reagent it takes through Siphoning Slash. Soulrend drains life, and Grip of Shadow pulls a target from 20 meters.
Paladin. A Paladin wears plate and holds a shield to tank, or swaps to a two-handed weapon for damage. Its heals cast fast but cost a lot of mana, so they suit emergencies. Oaths let it absorb part of an ally's damage, and Lay on Hands is still in the kit.
Inquisitor. This plate tank is built to fight casters. It silences, dispels, drains mana and can charm a target for a short time. Pillage Mana drains an enemy and shares the mana with your group, and Aura of Rapidity gives primary haste.
Two other classes can off-tank. Clerics wear heavy armor and carry a shield. Rangers have a Survivor stance for the job, though their aggro is limited. A Beastmaster can also put a tank pet in front for solo and small-group fights. Read the tank classes guide for stances and pulls.
Healers
Cleric. The official page calls Cleric the game's top healer. You get single-target heals, a group heal on a cooldown, a cone heal, a delayed heal and an absorb shield. Divine Aegis gives 15 seconds of damage immunity, and the Redemption line brings fallen players back.
Druid. A Druid heals and also hits hard with direct damage. The official page counts it among the best solo classes. After the rework, the Druid's season shifts with what you cast: Summer and Autumn raise healing, while Winter and Spring raise damage. Druids also carry travel spells, roots and snares.
Shaman. Shaman brings the best physical buffs of any class. It slows enemies with Omen of Lethargy, heals over time with Pact of Renewal and can turn its own health into mana. The rework removed Shaman pets.
Compare the three in the healer classes guide.
Crowd control and support
Enchanter. Enchanter is the game's main crowd-control class. It mesmerizes, charms and stuns enemies close around it. It also buffs the group with Haste, Clarity for mana, and Sagacity, which raises Charisma, Intelligence and Wisdom in one spell. Its own pet, the Shadowkin Defender, summons at the caster's level, and it can cast every racial illusion.
Bard. Bard songs are group auras that cost no mana and work while you move. After the rework, helpful songs stay up on their own: a Bard keeps 3 running, and 4 from level 30. Harmful songs still need twisting, which means recasting them in sequence. Bards pull, give top-tier secondary haste and carry Paralyzing Shriek, a 3-second area stun. Bard charm now works only on beasts and humanoids, and the developers say it is not reliable enough to build around.
Charisma drives both classes. It is a primary stat for Enchanters, and it sets Bard mana and song damage. The stats guide covers the rest. For songs and mez, read the Enchanter and Bard guide.
Pet classes
Beastmaster. Beastmaster has no magic and no spellbook. It tames a beast with Bestial Bond, and the pet levels up and has a diet. Pets come in DPS, tank and balanced types, and since a beta patch you can swap a stored pet at a Kennel Master. With a DPS pet, the developers want Beastmaster damage on par with other damage classes.
Necromancer. A Necromancer raises Skeleton, Zombie and Ghoul pets, each needing a reagent. It deals poison, corruption and disease damage over time, and its pacts spend the Necromancer's own health for power. The official page counts it among the best solo classes.
Elementalist. An Elementalist binds fire, water, earth and air. You have all four pet types by level 12, and the pet scales to your level. Companion Strike is the main damage source, and the water pet gives the party a mana aura called Fount of Mana. The official page says Elementalists solo well by letting the pet tank.
The Early Access patch cut the damage charmed NPCs deal. That change hits Enchanters, Bards, Druids, Elementalists and Necromancers. The Enchanter deep dive says charm soloing is less efficient now but still works. Inquisitor charm was left alone because of its long cooldown and short duration. See the pet classes guide for pet types and reagents.
Melee damage
Monk. The official page calls Monk the best puller in a group, and it can feign death and solo. It fights in three styles, Sun, Moon and Wind, and closes distance with Flying Kick. Enemies can still re-aggro after a feign, but the rework cut that chance by a lot.
Rogue. A Rogue fights with daggers, stealth and poisons, and has the strongest invisibility of any class. Stay in Stealth for at least 3 seconds and the weapon part of Backstab doubles. Poisons start at level 4, and you make them from toxins you extract from venomous animals. The deep dive says Rogues have a harder time soloing than most classes.
Spellblade. A Spellblade wears light armor and channels arcane, electric or telekinetic force through its weapon. Conduit discharges whichever infusion is active. Arcane Spear gives it a ranged pull, and Phase Strike teleports it behind the target.
The melee classes guide covers styles, poisons and infusions.
Ranged damage
Archer. Archer deals physical ranged damage with no magic and relies on setup and good position. Strafing Barrage fires four shots while you move. You build traps with Tinkering and specialty arrows with Fletching, so the kit ties into crafting.
Ranger. A Ranger wears chain and fights with a bow and two blades. The official page says it does best in outdoor zones. Its combat rhythm is an opener followed by one swordplay or marksmanship attack. Recuperate restores group health and mana quickly at a campfire, on a long cooldown.
Wizard. Wizard has the biggest single-target nukes and area spells, and pays for them by being fragile and hungry for mana. Seal of Magic makes your spells stack Mark of Magic on the target, up to 5 times. Each stack makes the target take 2% more spell damage, and your group shares the mark. Wizards also teleport to several zones and can evacuate the group.
Out of melee range, Archers and Rangers toggle ranged auto-attack with Q. The ranged classes guide has the details.
Rules every class shares
- 10 memorized abilities. You can keep up to 10 abilities memorized at a time.
- Abilities come from scrolls. Your starting note sends you to your class guild master, who gives you an introductory quest chain, training and new scrolls. You scribe a scroll into your book, then memorize it.
- Same scroll costs for everyone. Since the September 30 release patch, each 5-level band of scrolls costs every class the same total. Levels 1 to 5 cost 4 silver 5 copper.
- Death wipes your memorized spells. Your spellbook stays on your corpse. True casters (Cleric, Druid, Elementalist, Enchanter, Necromancer, Shaman and Wizard) can keep one memorized spell through death, called a cantrip, starting at level 4.
What changed between the class pages and the deep dives
The developers posted the class design goals on April 28, 2026. From May to late September they published a deep dive for every class. On September 29 they said the first pass of all those changes is in the October 1 build. Where the two disagree, trust the deep dive.
- Four classes lost their pets. Druid lost its bear pet, and a quested Tree Form spell is planned. Paladin lost its Ancient Guardian. Shaman lost its pets, and Aspect of the Bear is planned as a Shaman quest during Early Access. Spellblade lost its pet and its elemental magic.
- Bard gave up Dual Wield for Double Attack, and Charisma now sets its mana and song damage.
- Archer did not get the planned ability to fire at reduced speed while moving. Strafing Barrage took its place.
- Ranger lost its fire and insect damage over time and its elemental imbues.
- Wizard lost the planned kill-shot mana return.
- Some promised systems are not in yet. These include the Shadow Knight monster-hunting system, Necromancer pets collected through exploration, and Rogue lockpicking and trap disarming.
- The traits revamp is not live yet. The September 29 preview covers racial innates, backgrounds, personality traits, a starting item and quest traits. The developers call it unimplemented and a work in progress. You will be able to pick again when it goes live.
The September 30 release patch also made small changes, such as giving Kick back to Inquisitors, Paladins and Spellblades at level 3. The community wiki keeps class pages, but some entries predate the deep dives. Its Archer page, for example, still describes elemental arrow imbues.
Which races can play each class
Nine races are playable in Early Access: Deep Elf, Deep Gnome, Dwarf, Gnome, Goblin, Halfling, Human, Ogre and Wood Elf.
- Humans can play all 18 classes, and the class you pick affects where you can start.
- Deep Elves have the next widest list, with 14 classes.
- Fighter and Rogue are open to the most races, 8 each.
- Inquisitor is the narrowest for now: only Deep Elves and Humans. Monk is next, with Deep Elves, Humans and Ogres.
- Four more races are planned for later modules: Deep Dwarves, High Elves, Trolls and Var'nai. They will add options for several classes.
The races guide lists every race's classes and start cities.
Build a balanced group
The developers built the classes to depend on each other and tune content for groups of 2 or 3 up to 6 players. A simple shape for a six-player group is one tank, one healer, one support and three damage dealers.
- Tank seat: Fighter, Shadow Knight, Paladin or Inquisitor.
- Healer seat: Cleric, Druid or Shaman. All three carry the healer role.
- Support seat: an Enchanter or Bard for crowd control, or a Shaman for slows and buffs.
- Damage seats: any mix of pet, melee and ranged classes. A Monk or a Bard also gives you a puller.
Downtime matters at a camp. Enchanter Clarity, the Elementalist's Fount of Mana and Bard Hymn of Inspiration all help with mana, and a Ranger's Recuperate speeds up recovery at a campfire.
The same 1 tank, 1 healer, 1 support and 3 DPS split is the default in our event scheduler. The Camp and Dungeon presets each start with those 6 seats, and an officer can change them for any event. The Named target preset has no size, so signups stay open. If you play alone a lot, read best solo class before you pick.
FAQ
How many classes are in Monsters & Memories?
18. All 18 are playable in Early Access as of October 2026. Nine races are playable now, and four more are planned for later modules.
Which classes have pets?
Beastmaster, Necromancer and Elementalist are the pet classes. Enchanters also summon a Shadowkin Defender, and Shadow Knights summon a Soul Servant. Several classes can charm an enemy. Since the Early Access patch, charmed NPCs deal less damage, though Inquisitor charm was left alone. Druid, Paladin, Shaman and Spellblade lost their pets in the class reworks.
Which class should a beginner pick?
There is no official best class. Pick the role you want to fill in a group, because the game is built around groups. If you expect to play alone often, the official pages count Druid and Necromancer among the best solo classes and say Elementalists solo well with the pet tanking. The developers say Rogues have a harder time soloing than most classes.
Which classes are hybrids?
Paladin tanks and heals. Shadow Knight tanks and deals melee damage. Druid and Shaman heal, deal magic damage and support. Ranger fights with bow and blades and can off-tank. Spellblade mixes melee with magic.
Sources: official class pages and class deep dives, the official FAQ and New Player Guide, the official race page, the developers' September 29 update, patch notes 0.24.0.0, 0.30.0.0 and 0.30.2.1, and the community wiki on Miraheze (armor marked "wiki").