More in-depth stuff about the game.
<Classes
https://monstersandmemories.com/classes
None of the classes are currently finished. Their class kits are being finalized, but the intention is a very clear identity and a very clear inability to do everything on your own.
<Casters
>Wizard
Pure DPS class. Has access to portals and teleports to various zones. Meant to be bit "Gandalf-y" type caster with some melee action. Right now the devs feel that the class feels too elemental based instead of arcane based, so it's still being iterated on.
>Enchanter
Support/CC. Good old (un)reliable. Put up buffs, mez everything, charm a pet, buff the pet. Everyone loves you. One of the more complete classes.
>Necromancer
Pet/support. Does some damage, has some CC, has some debuffs, has mana transfer. Anti-undead kit. Strong overall class, and of course quite popular.
>Elementalist
Pet/DPS. Summon a pet, pick from one of the four elements. Very straightforward class. They're being given some combo spells to work with their pets, not sure if the wiki currently reflects this.
<Healers
>Cleric
Plate. Only class with a rez. Their main heal is a very strong and mana efficient delayed heal. Anti-undead kit. Weakest buffs out of the three healers. Felt a bit boring since 99% of your gameplay is sit > delayed heal > sit back down.
>Druid
Leather. Has SoW. Has access to different portals and teleports than the Wizard. Heal over time spells and lots of buffs. Decent solo capabilities with access to dots/snares/roots. Can charm beasts. Gets a pet later on.
>Shaman
Chain. Has SoW. Direct heal + heal of time split spells. Tons of buffs and debuffs. Gets a pet later on. Has Cannibalize for mana, making it quite a busy class compared to Cleric.
<Physical
>Archers
Pure DPS. Pure archer with little to no melee. Selfish class. Early on you have to craft your own arrows. Later on can buy cheap shitty arrows, but you lose on damage. Currently one of the more unfinished classes.
>Bard
Support/Puller/CC. The bullshit class is back. Currently overpowered for soloing, though charm as a whole is getting looked at. Songs, mez, charm, move speed, health regen, mana regen. You're a god, you know it, everyone else knows it.
>Beastmaster
Pet + melee/shaman hybrid. Currently one of the more unfinished classes. They're considering how the implementation of the Animal Taming profession will tie into the class. Great for soloing.
>Monk
Puller/DPS. Has stances, some self healing, some AoE healing decent soloing capability, can off-tank in a pinch.
>Ranger
Ranged/Melee/Druid hybrid. Jack of all trades, master of none. Stated to be getting elemental/magical arrows based on Druid magic. Has a group DPS aura, brings the Ember line of spell which reduces enemy AC. Great support for physical heavy groups.
>Rogue
Pure DPS. Sneak, lots of stuns and interrupts, will get poison. It's a Rogue, so go and backstab shit.
>Spellblade
Pure DPS. Melee class that procs spells on melee hits. Currently has two infusions, stated that they'll get more soon.
<Tanks
>Fighter
DPS. The DPS tank. The "best" tank on physical mobs by a small margin. Can probably fill a DPS spot in a leveling group if you have another tank. Very simple class, though they'll be getting more tools later down the line.
>Inquisitor
Anti-caster/CC. A Warrior/Enchanter hybrid. Some buffs, lots of debuffs. Has a silence, cast speed debuff, mana burn, dispel, purge. Gets a mez spell. Also gets an unresistable Charm on a 30 minute cooldown that lasts a whooping 15 seconds (which is getting looked at, kinda weak right now).
>Paladin
Self-heal. Comes with anti-undead toolkit. Lots of self sustain tools, but shit damage.
>Shadow Knight
Self-heal/DPS. Halfway point between Fighter and Paladin. Super popular class. Gets a pet later on.
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<Races
https://monstersandmemories.com/races
Currently there's Dwarf, Gnome, Goblin, Halfling, Human, Wood-Elf, and Ogre. Deep Gnome, Deep Elves, and Deep Dwarves will be coming in with module 1 around late spring/early summer 2026. High-Elf, Troll, and Lizard races will be coming in the future. There's race/class combo restrictions. There will be account based quests to unlock more exotic race/class combos.
<Crafting
Tons of trade skills. No limit on how many you can learn. Some of them aren't implemented. Some of them won't be implemented for over a year, notably Spycraft, Mapmaking, Astronomy, etc. They're currently rebalancing item stats and trade skills for their push towards closed beta, but expect lots of utility items. hidden recipes, recipe drops, etc.
<Cities
They're fucking huge. No auction house. The current Human city is a main hub and it's the size of World of Warcraft's Westfall zone. Tons of secrets to undercover, lots of factions vying for control, has two fucking dungeons. Merchant NPCs don't buy everything, the butcher won't buy plate mail, and the woodcrafter won't buy your cloth. Takes 30 minutes to get used to, then it stops being a problem. The Wood-Elf city is quite a bit smaller though, so we can expect that some of the "lesser" races to also have smaller cities. Banks aren't shared between cities; this either means it's bothersome or awesome if you're a pack rat or a hoarder.