Monsters & Memories Leveling Guide for New Players
Monsters & Memories levels slowly on purpose, and the level cap in Early Access is 60. Your first stop is your class guild master. You get quests by talking to NPCs. Camps are the fastest way to earn experience: you hold one spot and kill the monsters near it as they come back. This guide covers the rules that catch new players out, from rested XP and the group range to corpse runs and hell levels.
By CoGM ยท
Your first hour: class guild master and starter quests
You start the game with a note in your inventory. It points you to your class guild master. Your class guild gets you going with a short chain of intro quests, skill training and new ability scrolls.
If you are looking for the Druid, Shaman, Rogue or Bard starter quest, the answer is the same for every class: your class guild master starts it. We don't list the steps here, because they can change during Early Access. If you forget what the guild master asked for, open your journal with J. If you can't find the guild master, hail a guard and ask for directions.
Scribe, then memorize
Your abilities come on scrolls. You scribe a scroll to learn the ability, then memorize it to put it on your bar. You can have 10 abilities memorized at a time, so swap them to suit the fight ahead.
Since the September 30, 2026 patch, every class pays the same total for the scrolls in each 5-level band. The scrolls for levels 1 to 5 cost 4 silver 5 copper (4sp 5cp).
If you play a true caster (Cleric, Druid, Elementalist, Enchanter, Necromancer, Shaman or Wizard), you get your first cantrip at level 4. A cantrip is a memorized spell you keep through death.
Character creation in brief
Before any of this, you build your character. You pick one of 9 playable races, one of 18 classes and a faith. That combination decides which starting cities you can choose from: Night Harbor, Underdocks, Faelindral or Ail'vorith. You also spread stat points at creation. The community wiki, in a June 2026 edit (beta-era), says you also pick four traits, one each of Major Combat, Minor Combat, Major Non-Combat and Minor Non-Combat. The developers have previewed a new trait system, but it is not in the game yet. At the Early Access launch you can make up to 25 characters per server.
Our races guide shows which classes each race can play and where it starts. The stats guide explains what each stat does, and the classes guide covers all 18 classes. Every other guide is on our Monsters & Memories guides hub.
Keys to learn first
| Key or command | What it does |
|---|---|
| H | Hail an NPC |
| /say plus a keyword | Answer an NPC and move a conversation along |
| J | Open your journal, which logs NPC conversations |
| C | Consider a target: its level and how it feels about you |
| O, then the Group Finder tab | Open the Group Finder |
| /lfg on | Flag yourself as looking for a group in /who |
| F1 to F6 | Target yourself and your group members |
| Q | Toggle auto-attack (ranged for Archers and Rangers out of melee range) |
| Shift+G | Open the guild window |
| /petition | Reach a GM |
How quests work without quest markers
Quests have no markers and no quest tracker. You start one by hailing an NPC with H and answering with keywords in /say. Read what the NPC says, then reply in /say to keep the conversation going.
Your journal (J) logs these conversations. Use it to reread what someone asked you to do. Guards answer keyword questions too, which helps when you need directions.
Quests give experience, but camps are the faster way to level. Write down where each quest giver stands, because there is no map to mark it on.
Where experience comes from
The developers name camps as the most efficient way to earn experience. A camp means you stay near one spot and kill the monsters there again and again. Quests and dungeons also give experience.
Camps happen in shared zones. There are no instanced dungeons, so other groups may want the same spot. The developers say their GMs handle contested spawns directly.
Camps run on pulling: one player brings monsters back to the spot where the group waits. Between pulls you sit to recover, and a campfire can turn that rest into bonus experience (see the next section).
Level cap. The cap is 60 in Early Access. The official gameplay page says the game is built for slow progression, with the focus on leveling itself, so plan on spending real time at each level.
Hell levels. A hell level needs more experience than the levels around it. Beta patch notes from April 2026 placed them at levels 24 and 29, with more after that. Expect those levels to take longer than the ones before them.
Rested XP: how to make a campfire
Rest near a campfire or in an inn and you get a 15% bonus to the experience you earn. Rest builds up fast: in about 2 minutes you store up to 20 minutes of it. Rain stops it unless you are under shelter.
To make a campfire you need the Survival skill and 8 wood.
Rangers have their own option. Hearth of the Ranger builds a ranger campfire, and Recuperate restores the group's health and mana quickly at a campfire, on a long cooldown.
A simple habit: build the fire before your group starts the camp, and rest by it during breaks.
Grouping and the experience range
The game is built around groups. The developers tune content for groups of 2 or 3 to 6 players.
The experience range. Until level 15, you must be within 5 levels of the highest member to earn experience. After that, you must be at least two thirds of the highest member's level.
| Highest member's level | Lowest level that still earns experience |
|---|---|
| 10 | 5 |
| 30 | 20 |
| 45 | 30 |
| 60 | 40 (the official example) |
A group shares experience, coin and corpse access.
Finding a group in game. Press O and open the Group Finder tab. You can list a group by level range, classes, roles and objective. Type /lfg on to show other players in /who that you want a group.
Con colors. Press C to consider a target. The color shows its level against yours and how it feels about you. The September 19, 2026 patch added shades of blue and yellow for targets 1 to 3 levels from yours.
Roles that speed up a camp. The official Monk page calls the Monk the top puller in a group, and Bards pull too. Enchanters and Bards mez. For mana, look to Enchanter Clarity, the Elementalist water pet's Fount of Mana and the Bard's Hymn of Inspiration.
Camp terms you will hear
| Term | Meaning |
|---|---|
| Camp | A spot where players settle in and pull monsters to level |
| Pull | Draw a monster's attention and bring it back to the camp |
| Inc | Incoming: a pull is on its way |
| CC | Crowd control, or a camp check (asking which camps are taken) |
| Mez | Mesmerize, a spell or ability that stops a target from acting for a while |
| Train | Monsters that attack on sight, chasing a player toward a zone line |
| KS | Kill steal |
| PH | Placeholder, a monster that may respawn as a named once you kill it |
| Named | A stronger monster, often with its own name, that carries valuable items |
| Pop | A monster appearing |
Where to hunt by level
We found no official level ranges for zones. The most complete public list we found is the community wiki's hunting guide, which is a work in progress. These bands are group levels from the version edited on September 22, 2026.
| Group level | Where the wiki suggests hunting |
|---|---|
| 1-5 | Night Harbor and Evershade Weald starting areas |
| About 6-16 | Tomb of the Last Wyrmsbane entrance, Shaded Dunes (Ashira), Tel Ekir |
| 13-23 | Ancient Crypt, the Fallen Pass pit, Glass Flats goblins, the Sungreet Strand quarry |
| 22-35 | Vale of Zintar, Scarwood, the Sungreet Strand cellar and pirates, Keeper's Bight poachers, Grain Cellar |
| 30-48 | Fallen Pass Plagueborn and Skri'Var camps, Shallow Shoals basilisks and Orc Fortress, Glass Flats cultists |
| 45-60 | The Glass Flats undead tower, Fallen Pass Saman, the Vale of Zintar Giant City |
Players write the wiki and are still checking these camps, so confirm a camp with your group before you travel. Our map and zones guide covers the regions and zones.
Death, corpses and resurrection
When you die, you respawn at your bind point. Your items stay on your corpse, so you have to go back for them.
Official corpse timers:
| Your level | Corpse with items | Empty corpse |
|---|---|---|
| 1 | 2 hours | 30 minutes |
| 2-4 | 7 days | 30 minutes |
| 5-29 | 7 days | 3 hours |
| 30 and up | 7 days | 24 hours |
Casters need to know one more rule. Your spellbook stays on your corpse, and your memorized spells are cleared, except your cantrips. Plan your corpse run with that in mind.
Death costs experience. Stronger resurrection spells give some of it back. Clerics have the Redemption line, and Paladins learn Revival at level 56, which the developers call a 75% experience resurrection.
Food, water, weight and night
Food and water. When you are Hungry or Thirsty, your health and mana recover more slowly. Carry both. The community wiki lists increased food and water use as a racial trait of Halflings and Ogres (beta-era data).
Weight. When you are Encumbered, you move slower and you can't gate or teleport. If a Druid or Wizard is about to port your group, lighten your load first. Strength raises how much you can carry. The community wiki, in a June 2026 edit (beta-era), puts it at 2 weight per point of Strength.
Night. Nights are dark. Carry a light source: a candle, a torch or a lantern.
Recovery. Sit down to recover faster, and casters can Meditate. Sitting in combat draws threat, so stand up when a fight starts.
Getting around without a map
There is no in-game map, and the developers say they have no plans to add one. You find your way with landmarks and by asking.
- Ask a guard. Guards often give directions when you hail them and ask.
- Read the sky. The sun and the moons rise in the east and set in the west.
- Use Sense Heading. The game has a Sense Heading skill and a spell called Polar Alignment: North.
- Learn the zone lines. Zones are split by zone lines by design, and nothing is instanced.
The community wiki has a zone connection map page and mentions player-made maps.
Mounts. The community wiki says stablemasters sell horses and donkeys, at 1g 68s or 7g 50s depending on tier. Prices can change, so check in game. A beta patch in April 2026 made mounts level up while you travel.
Optional rulesets: Hardcore, Self-Found and Solo
The community wiki describes three optional rulesets: Hardcore, Self-Found and Solo. Hardcore means permadeath. You choose a ruleset at level 1 by talking to an NPC in your starting city, so decide before you level past 1. This comes from the wiki, not the developers, so check it in game before you commit.
Find a group or a guild
Solo play works for some classes. The official class pages call Druids and Necromancers two of the strongest solo classes, and our best solo class guide compares the rest. Still, most content is tuned for groups. Multi-group content comes as world events and open-world targets, and the developers are not building raid progression as the main endgame.
A guild makes groups easier to find. In game, open the guild window with Shift+G, talk in guild chat with /gu and in officer chat with /of. The guild view shows when each member was last online. The community wiki says a Guild Registrar in Night Harbor creates guilds.
If you lead a guild, CoGM lets you post camps, dungeon runs and named-target runs as events. Our Monsters & Memories event scheduler has three starting presets:
- Camp: 6 seats.
- Dungeon: 6 seats.
- Named target: no size limit, so signups stay open.
The Camp and Dungeon presets start with 1 tank, 1 healer, 1 support and 3 DPS seats, and an officer can change them for each event. Guilds can also take applications on CoGM, free on every plan. The form asks for character name, race, class, level and server.
FAQ
What is the level cap in Monsters & Memories?
The level cap, or max level, is 60 in Early Access, as of October 2026. The game is designed for slow leveling, so reaching 60 takes time.
How do I start a quest in Monsters & Memories?
Hail the NPC with H, then answer with keywords in /say. There are no quest markers and no quest tracker. Your journal, opened with J, logs your conversations so you can reread them.
Is there an in-game map?
No. The developers say there is no in-game map and no plan to add one. Guards often give directions, the sun and moons rise in the east, and there is a Sense Heading skill.
Can I solo to 60?
The developers call the game group-focused and tune content for groups of 2 or 3 to 6. Some classes solo well; the official class pages name Druids and Necromancers among the strongest soloers. The community wiki also lists an optional Solo ruleset you choose at level 1.
What are hell levels?
Hell levels need more experience than the levels around them. Beta patch notes from April 2026 placed them at levels 24 and 29, with more after that.
How do I make a campfire?
You need the Survival skill and 8 wood. Resting by a campfire or in an inn gives a 15% experience bonus, and rain stops it unless you are under shelter.
Level with a group
Sources: official site (new player guide, gameplay page, Early Access FAQ, community FAQ, class pages, class deep dives, news updates), official patch notes 0.22.0.0, 0.23.0.0, 0.30.0.0 and 0.30.2.1, and the community wiki on Miraheze.