Monsters & Memories Ranger, Wizard and Archer Guide
This guide covers three ranged damage dealers in Monsters & Memories. The Ranger fights with a bow and two blades and is at its best outdoors. The Wizard has the hardest-hitting spells and can teleport the whole group. The Archer is a physical marksman with no magic who relies on traps, special arrows and position.
By CoGM ·
Three ranged damage classes compared
| Ranger | Wizard | Archer | |
|---|---|---|---|
| Official role | Melee and ranged DPS, utility | Magic DPS | Ranged DPS |
| Armor | Chain | Cloth (community wiki) | Leather (community wiki) |
| Damage | Bow and dual blades | Single-target and area spells | Bow, no magic |
| Signature tools | Four stances, campfire recovery, Tracking | Mark of Magic, mana from Sparks, teleports | Strafing Barrage, traps, special arrows |
| Playable races at Early Access | 7 | 5 | 6 |
All three take a DPS seat. The Ranger adds off-tanking and faster downtime, the Wizard adds travel, and the Archer adds crafted traps and arrows. For all 18 classes, see our classes overview, or the melee classes guide if you would rather fight up close.
Ranger: bow, blades and the outdoors
The Ranger wears chain and carries a bow plus two blades. The official class page names outdoor zones as where the Ranger is strongest. It can off-tank, but its tools for holding threat are limited.
Ranger combat rhythm
The deep dive sets a loop: an opener, one follow-up, then the opener again. Your openers are Opening Strike (melee) and Leading Shot (ranged), and they share a cooldown. Each time, you pick the follow-up that suits the fight from one of two lines:
| Line | Follow-ups |
|---|---|
| Swordplay | Finishing Blow, Hamstring Slice, Rending Cut |
| Marksmanship | Swift Shot, Maiming Shot, Barbed Shot |
Out of melee range, Q toggles ranged auto-attack for Rangers and Archers.
Ranger stances, spells and abilities
- Stances: Warden, Marksman, Survivor and Longstrider. Survivor is the off-tank stance. Longstrider makes your group run faster outdoors.
- Healing: Healing Poultice is the Ranger's heal line.
- Downtime: Hearth of the Ranger builds your own campfire. At a campfire, Recuperate gives the whole group fast health and mana recovery, on a long cooldown.
- Wilderness: Tracking, and Foraging for trail food and cureberries.
- Other tools: Tanglefoot, Apex Predator, Hunter's Focus, Shroud, Camouflage, Sneak, Lull Beasts, Nature's Calm, Speed of the Wild and Speed of the Pack.
The Ranger deep dive removed the old fire and insect damage-over-time spells and the elemental imbues. Guides that still list them describe the old kit.
Wizard: the biggest spells and the group's ports
The official class page gives the Wizard the strongest single-target nukes and area spells in the roster. The same page calls the Wizard fragile and short on mana. The community wiki lists cloth armor.
Wizard spells and the mana loop
The Wizard deep dive built the class around a mana loop, and the September 30 release patch tuned it again.
| Spell | What it does |
|---|---|
| Seal of Magic | Makes your spells apply Mark of Magic and Spark of Magic |
| Mark of Magic | The target takes 2% more spell damage per stack, up to 5 stacks. The group shares the stacks. |
| Spark of Magic | Personal to each Wizard, not shared |
| Reclaim Magic | Spends your Sparks to restore mana. No cooldown. |
| Arcane Acceleration | Spell haste for the whole group |
Damage comes from 16 spell lines across Flash, Iceblast and Fireball, Volley, Surge, Spike, Nova, Burst and Storm spells. Volleys hit five times. For control and escapes you get Root, Telekinetic Knockback, Arcane Bonds, Wall of Force, Blink, Evacuation and Exodus.
Teleports, incantations and kiting
- Teleports: Shaded Dunes, Glass Flats and Vale of Zintar, each as a group port and a self port. The Early Access patch added ports to Scarwood and the Great Cavern Sea. Translocate sends one group member back to their bind point. The game has no in-game map, so a group port spares everyone the walk. For the zones themselves, see our map and zones guide.
- Incantations: an optional system of four glyphs, Mun, Hil, Nas and Dur. You get them at levels 8, 16, 24 and 32, and they give you 36 combinations.
- Quad-kiting: a June 2026 beta patch said it should still be an effective way to play, but with more risk than before (beta-era).
- Cantrip: Wizards are a true caster class. From level 4, one memorized spell stays with you through death, while the rest are wiped.
The deep dive also dropped three older ideas: mana back on a killing blow, spell customization, and spell research as a Wizard-only feature.
Archer: traps, arrows and shooting on the move
The Archer deals physical bow damage and uses no magic. It rewards planning ahead and choosing where you stand. The community wiki lists leather armor.
- Moving fire: Strafing Barrage fires four shots while you move.
- Position: Sniper's Blind hides you and empowers Quick Shot. Relocate is a short sprint with stealth. Disengagement leaps you backward.
- High Ground: a trait that adds bow damage when you shoot from above the target. The community wiki estimates about 5%.
- Stances: Skirmisher, built for soloing, and Marksman.
- Shots: Point Blank, Quick Shot, Barbed Arrow (a bleed that stacks to 3), Piercing Shot and Splintering Shot.
- Cooldowns: Flurry of Arrows, Anticipate and Deadeye.
Archer traps and arrows
| Tool | How you get it |
|---|---|
| Oil, Immobilizing, Alarm and Poison Gas traps | Tinkering |
| Smoke Bomb Arrow, Flare and Net Shot | Fletching |
| Caltrops | A scroll |
That ties the Archer to two tradeskills, covered in our crafting guide. The wiki's notes on elemental arrow imbues are out of date. The wiki also says Archers can find solo play hard at times. If you mostly play alone, see our best solo class guide.
Stats for ranged damage
The game has no official stat glossary. These effects come from patch notes, and all of them are beta-era (February to September 2026).
| Stat | Effect on ranged classes | Patch |
|---|---|---|
| Strength | Ranged physical damage scales from Strength, like other physical damage | February 2026 |
| Dexterity | Improves hit rate for melee and ranged physical attacks. A later to-hit rework keeps extra Dexterity useful for longer. | February and September 2026 |
| Intelligence | A large spell damage bonus, capped by your level | June 2026 |
| Wisdom | Ranger ability damage scales from Wisdom, not Intelligence | June 2026 |
Sitting mana regeneration also scales with the higher of Intelligence or Wisdom. Going by these notes, Archers lean on Strength and Dexterity. Rangers want Strength and Dexterity for weapon hits and Wisdom for abilities. Wizards want Intelligence. Our stats guide covers every stat.
Which races can play each ranged class
Nine races are playable in Early Access. The official race and class pages agree on these lists.
| Race | Ranger | Wizard | Archer |
|---|---|---|---|
| Human | Yes | Yes | Yes |
| Deep Elf | Yes | Yes | Yes |
| Wood Elf | Yes | No | Yes |
| Halfling | Yes | No | Yes |
| Goblin | Yes | No | Yes |
| Ogre | Yes | No | Yes |
| Dwarf | Yes | Yes | No |
| Gnome | No | Yes | No |
| Deep Gnome | No | Yes | No |
High Elves are planned for a later module, and they will be able to play Archer and Wizard. They are not playable as of October 2026. Some older fan lists leave Deep Elf off the Ranger list, but the official pages include it.
Plan pulls and travel for your group
On CoGM, Monsters & Memories guilds get three event templates. Camp and Dungeon seat six. Named target has no size, so signups stay open. The default seats are 1 tank, 1 healer, 1 support and 3 DPS, and these three classes take the DPS seats.
Glass Flats is a Wizard port, and the community wiki places the dragon Lord Ga'Duuz there. Post a named-target event so your guild has a set time and a signup list. Set one up with our event scheduler.
Frequently asked questions
Can Archers shoot while moving?
Yes, with Strafing Barrage, which fires four shots while you move. The class page first planned for Archers to fire at reduced speed on the move. The deep dive says that did not fully work out, and Strafing Barrage replaced it.
What is Mark of Magic?
A Wizard effect. With Seal of Magic active, the Wizard's spells put Mark of Magic on the target. Each stack makes the target take 2% more spell damage, up to 5 stacks, and the group shares the stacks.
Where can Wizards teleport?
As of October 2026, Wizards can port to Shaded Dunes, Glass Flats, Vale of Zintar, Scarwood and the Great Cavern Sea. For escapes, Evacuation moves the group and Exodus moves only the Wizard to a safe spot in the current zone.
Is the Ranger good outdoors?
Yes. The official class page names outdoor zones as the Ranger's strongest ground. Longstrider makes the group run faster outdoors, and Hearth of the Ranger plus Recuperate give the group fast recovery at a campfire.
Where do I get my first Ranger, Wizard or Archer quest?
Your starting note sends you to your class guild master, who gives you an introductory quest chain, training and new ability scrolls. Quests have no markers. Hail the NPC with H and reply with keywords in /say. Your journal (J) logs the conversation.
Sources: official class pages and class deep dives, the official race page, the official new player guide, FAQ and developer updates, official patch notes (February to September 2026), and the community wiki on Miraheze.