Updated for Early Access · patch 0.30 · September 2026
Everything you need for your first ten levels in Monsters and Memories — races, classes, traits, where to level, gathering, tradeskills, death, money and the lingo — in one place.
01Welcome to Aethoril
Monsters and Memories (M&M) is an independent, old-school fantasy MMORPG from the studio Niche Worlds Cult. It’s built for players who miss the slower, more dangerous, more social MMOs of the late ’90s and early 2000s — the kind where the world doesn’t hold your hand, a trip across a zone at night is a real risk, and the people you group with matter as much as your gear.
The game is set on the continent of Aethoril, in a world shaped by Eth-ur — the living essence of the land — and by ancient cataclysms that left ruins, curses and strange peoples scattered across it. Most new adventurers begin in the port city of Night Harbor; others wake in the forest city of Faelindral or deep underground in the Underdocks and Ail’Vorith.
Picking a server
Early Access launches with PvE servers in US East, US West and the EU, one US PvP server, and one US PvE server with a 3-character limit. Most servers are no-boxing (one character logged in per player). If you’re brand new, a PvE server is the gentler place to learn — and it’s worth agreeing on a server with friends before you make your character, since you can’t easily move later.
02How It’s Different
If your last MMO was a modern theme-park game, a few things will surprise you. None of them are bugs — they’re the design.
No quest markers
NPCs don’t have floating icons. You find quests by talking — hail an NPC with H, read what they say, and reply in /say using the words they highlight.
No map, no compass
You navigate by landmarks, the sun, and skills like Sense Heading. In Night Harbor, the ocean is south and the big castle on the western bluff glows green at night.
Night is truly dark
After sunset you may barely see your own hands. Infravision/Ultravision, torches, lanterns and campfires aren’t cosmetic — they’re survival tools.
Death costs you
You respawn at your bind point naked; your gear (including your spellbook) stays on your corpse. Casters also lose memorized spells. You’ll have to go get it back.
Grouping is the point
Soloing is possible but slow and risky. Most content, and nearly all of the fun, is designed around groups of players who talk to each other.
A world you can poke
MUD-style actions — /look, /inspect, /pull, /push, /open, /pry, /smell, /taste and more — let you interact with objects and solve environmental puzzles.
Merchants have specialties
A butcher buys meat, a tailor buys cloth. Only ‘shady’ merchants buy everything, and they pay poorly. What you sell stays on the vendor for other players to buy.
Crafting matters
33+ tradeskills, with gathering, refining and crafting chains, hidden recipes you discover by experimenting, and gear players actually want.
03Races & Their Bonuses
Nine races are playable at Early Access. Your race decides your starting stats, your racial ability, your resistances, which classes you can play, where you start, and how the rest of the world’s factions feel about you. At creation you also get 10 bonus stat points to spend on top of your race and class starting values.
Base racial stats
Before class modifiers and your 10 bonus points. Each race’s highest stat is highlighted.
| Race | STR | STA | DEX | AGI | INT | WIS | CHA |
|---|---|---|---|---|---|---|---|
| Human | 16 | 17 | 16 | 16 | 16 | 16 | 17 |
| Dwarf | 17 | 17 | 18 | 15 | 16 | 16 | 15 |
| Gnome | 14 | 15 | 19 | 16 | 20 | 15 | 15 |
| Goblin | 15 | 15 | 19 | 19 | 17 | 16 | 13 |
| Halfling | 15 | 17 | 16 | 17 | 14 | 20 | 15 |
| Ogre | 20 | 19 | 15 | 14 | 16 | 15 | 15 |
| Wood Elf | 14 | 14 | 18 | 20 | 15 | 17 | 16 |
| Deep Elf | 14 | 15 | 16 | 18 | 19 | 17 | 15 |
| Deep Gnome | 14 | 15 | 18 | 18 | 19 | 14 | 16 |
Race by race
The only race that can play all 18 classes, with the flattest stat spread. The safest pick if you aren’t sure what you want yet.
- Racial ability
- Tenacity — passive +15% resist to Mesmerize/Incapacitate; active clears those effects and grants 15s immunity.
- Resistances
- Corruption −5, Holy −5
- Starting city
- Night Harbor, Underdocks
- Night vision
- None (no Infravision or Ultravision option)
Archer, Bard, Beastmaster, Cleric, Druid, Elementalist, Enchanter, Fighter, Inquisitor, Monk, Necromancer, Paladin, Ranger, Rogue, Shadow Knight, Shaman, Spellblade, Wizard
Sturdy, well-rounded and hard to kill. Stone Form is one of the best ‘oh no’ buttons in the game for tanks and melee.
- Racial ability
- Stone Form — active: removes Disease, Electric and Poison effects, raises those resists, −10% physical damage taken and +25% AC for 15s.
- Resistances
- Cold +5, Magic +5
- Starting city
- Night Harbor
- Night vision
- Infravision (trait)
Bard, Cleric, Elementalist, Enchanter, Fighter, Paladin, Ranger, Rogue, Spellblade, Wizard
Highest INT among surface races. A natural home for Wizards, Enchanters and Necromancers — and Slippery is a great escape tool.
- Racial ability
- Slippery — passive +15% root resist; active clears Root/Snare and grants 15s immunity.
- Resistances
- Electricity +5, Poison +5
- Starting city
- Night Harbor, Underdocks
- Night vision
- Infravision (trait)
Cleric, Elementalist, Enchanter, Fighter, Necromancer, Paladin, Rogue, Spellblade, Wizard
Quick, sneaky and high on DEX/AGI. Excellent Rogues and Archers; Bribe can get you out of situations other races can’t.
- Racial ability
- Bribe — active: bribe your target so it forgets past wrongdoings.
- Resistances
- Disease +5, Poison +5
- Starting city
- Underdocks
- Night vision
- Infravision (trait)
Archer, Beastmaster, Druid, Enchanter, Fighter, Necromancer, Ranger, Rogue, Shadow Knight, Shaman
Highest WIS of any race. Wonderful Druids and Clerics, and Rogues who love to sneak. Budget extra for food.
- Racial ability
- Sneak and Forage; eats more than their size suggests (Increased Consumption Rate).
- Resistances
- Corruption +5, Disease +5
- Starting city
- Faelindral, Night Harbor
- Night vision
- Infravision (trait); only race that can take the Sneak trait
Highest STR and STA. Brutal frontliners — but big bodies struggle with doorways and tight spaces, and Ogres are Kill-on-Sight in Evershade Weald.
- Racial ability
- Ogre Smash — active: smash nearby targets, stunning them for 2s. Also Increased Consumption Rate.
- Resistances
- Cold +10, Magic −10
- Starting city
- Night Harbor, Underdocks
- Night vision
- Infravision (trait)
Archer, Beastmaster, Elementalist, Fighter, Monk, Ranger, Shadow Knight, Shaman
Highest AGI. Built for Archers, Rangers and Druids, with a forest home city of their own.
- Racial ability
- Hide — active: become unseen by the living until you move or act. Also Forage.
- Resistances
- Electricity +5, Fire −5
- Starting city
- Faelindral, Night Harbor
- Night vision
- Infravision (trait)
New with Module 1. 14 classes — the widest pick after Humans — and strong INT/AGI. Evil-aligned, so expect a cold reception on the surface.
- Racial ability
- Not yet documented.
- Resistances
- Not yet documented
- Starting city
- Underdocks, Ail’Vorith
- Night vision
- Ultravision (trait) — why it matters
Archer, Cleric, Elementalist, Enchanter, Fighter, Inquisitor, Monk, Necromancer, Paladin, Ranger, Rogue, Shadow Knight, Spellblade, Wizard
New with Module 1. Planar-obsessed casters with good INT and DEX. Note: Kill-on-Sight to everyone in Ail’Vorith.
- Racial ability
- Not yet documented.
- Resistances
- Not yet documented
- Starting city
- Underdocks
- Night vision
- Ultravision (trait) — why it matters
Beastmaster, Druid, Elementalist, Enchanter, Necromancer, Rogue, Shaman, Wizard
Ultravision, Infravision & Why Night Vision Matters
M&M’s nights are dark — genuinely, can’t-see-the-monster-in-front-of-you dark — and the Deep races start underground, where there’s no sun at all. Night vision is one of the most important choices you’ll make at character creation, and veterans who skipped it almost always say they regret it.
Night vision is taken as your Major Non-Combat trait, and which kind you can take depends on your race:
| Trait | Races | What it does | Trade-off |
|---|---|---|---|
| Ultravision | Deep Elf, Deep Gnome | Greatly improves your eyesight in darkness — the strongest night vision in the game. | You have difficulty seeing in bright environments, like the surface at midday. |
| Infravision | Dwarf, Gnome, Goblin, Halfling, Ogre, Wood Elf | Improves your eyesight in darkness. | None — but it isn’t as strong as Ultravision. |
| Neither | Human | Humans can’t take either trait. | You’ll rely on torches, lanterns, campfires and your group. |
Why it matters for Deep races
The Underdocks, Ail’Vorith and the caves around them are lit only by what’s down there with you. Ultravision turns those starting zones from a stumble in the dark into places you can actually hunt, navigate and escape from.
Why it matters everywhere
Half your play time on the surface will be at night, and dungeons like crypts and tombs are dark around the clock. Seeing mobs before they see you means fewer surprise adds, fewer trains and fewer corpse runs — and finding your corpse again is much easier when you can see the ground.
The price of taking it
Night vision uses your one Major Non-Combat pick, so you give up options like Readiness (a free cantrip slot for casters) or a metabolism trait. For most new players, it’s still the better choice.
Race & class combinations
| Class | Human | Dwarf | Gnome | Goblin | Halfling | Ogre | Wood Elf | Deep Elf | Deep Gnome |
|---|---|---|---|---|---|---|---|---|---|
| Archer | ◆ | · | · | ◆ | ◆ | ◆ | ◆ | ◆ | · |
| Bard | ◆ | ◆ | · | · | ◆ | · | ◆ | · | · |
| Beastmaster | ◆ | · | · | ◆ | ◆ | ◆ | ◆ | · | ◆ |
| Cleric | ◆ | ◆ | ◆ | · | ◆ | · | · | ◆ | · |
| Druid | ◆ | · | · | ◆ | ◆ | · | ◆ | · | ◆ |
| Elementalist | ◆ | ◆ | ◆ | · | · | ◆ | · | ◆ | ◆ |
| Enchanter | ◆ | ◆ | ◆ | ◆ | · | · | · | ◆ | ◆ |
| Fighter | ◆ | ◆ | ◆ | ◆ | ◆ | ◆ | ◆ | ◆ | · |
| Inquisitor | ◆ | · | · | · | · | · | · | ◆ | · |
| Monk | ◆ | · | · | · | · | ◆ | · | ◆ | · |
| Necromancer | ◆ | · | ◆ | ◆ | · | · | · | ◆ | ◆ |
| Paladin | ◆ | ◆ | ◆ | · | ◆ | · | · | ◆ | · |
| Ranger | ◆ | ◆ | · | ◆ | ◆ | ◆ | ◆ | ◆ | · |
| Rogue | ◆ | ◆ | ◆ | ◆ | ◆ | · | ◆ | ◆ | ◆ |
| Shadow Knight | ◆ | · | · | ◆ | · | ◆ | · | ◆ | · |
| Shaman | ◆ | · | · | ◆ | · | ◆ | ◆ | · | ◆ |
| Spellblade | ◆ | ◆ | ◆ | · | · | · | · | ◆ | · |
| Wizard | ◆ | ◆ | ◆ | · | · | · | · | ◆ | ◆ |
04Classes & Playstyles
M&M doesn’t use the modern ‘holy trinity’ — think of it as a holy quaternity: Tanks, Healers, DPS and Support. Every class has strengths, weaknesses and a job in a group, and there is no single ‘best’ class. Pick the one whose playstyle sounds fun, then learn its tools.
Quick picker
| If you think… | Look at |
|---|---|
| I want to be needed in every group | Cleric, Enchanter, or any tank (Fighter, Paladin, Shadow Knight) |
| I mostly play alone | Necromancer, Druid, Beastmaster, Elementalist, Ranger |
| I want the simplest start | Fighter, Paladin, Ranger, Monk |
| I love big damage numbers | Wizard, Rogue, Archer |
| I like controlling the fight | Enchanter, Bard, Inquisitor, Shaman |
| I hate corpse runs | Monk, Shadow Knight, Rogue (feign death / stealth survive when spells don’t) |
Tanks
Best for: You want to stand in front, hold aggro and keep things simple. Fighters have the fewest buttons to manage and are always wanted — but they lean heavily on gear and a healer.
Best for: You enjoy disrupting and punishing enemy casters. An anti-mage knight with battlefield control — great for players who like to ‘play the enemy’ rather than just soak hits.
Best for: You want to tank and patch up the group. Divine magic, heals and a real edge against undead make Paladins self-reliant defenders.
Best for: You like a darker, self-sustaining tank that drains life, taunts and can feign death. Shadow Knights are some of the best corpse-recovery characters in the game.
Healers
Best for: You want to be the most in-demand player in /lfg. Plate armor, the strongest dedicated healing and resurrection. Watchful, patient players shine here.
Best for: You want a healer who can also solo. Heals, buffs, nature damage and outdoor utility make Druids one of the most flexible classes early on.
Best for: You like healing plus debuffing: curses, slows, spirit magic and great buffs. A strong pick for players who like to make the whole group better.
Supports
Best for: You like juggling songs and being useful everywhere. Bards buff, debuff, pull and travel, and can even help find lost corpses. Busy, rewarding and rarely bored.
Best for: You love crowd control and thinking three pulls ahead. Mesmerize, charm and buffs — the highest skill ceiling in the game and the best ‘save the group’ class.
Ranged DPS
Best for: You want to snipe from range with bows and elemental arrows. Deadly damage in a group, but Archers struggle to solo, so pair up.
Best for: You like elemental magic and a servant to fight alongside you. Direct fire/water/earth/air damage and elemental pets make them comfortable solo.
Best for: You like damage-over-time, undead pets and grim patience. One of the strongest solo classes; great for players who like to play alone or in small groups.
Best for: You want to push big numbers from range. The purest burst damage in the game, but fragile and mana-hungry — play smart and let the tank hold aggro.
Hybrid DPS
Best for: You want bow and blade, plus druid-style magic, tracking and traps. Rangers are versatile explorers who solo and group comfortably.
Melee DPS
Best for: You want a fighting animal companion at your side, primal buffs and shapeshifting. Friendly to solo players who still want to melee.
Best for: You want fast hand-to-hand combat, great dodging and feign death. Monks are superb pullers and survivors — and feign death saves corpse runs.
Best for: You like stealth, backstabs and poisons. Rogues hit hard from behind, and Sneak/Hide make them excellent at scouting and dragging corpses to safety.
Best for: You want to blend swordplay and arcane magic, enchanting your weapon for burst strikes while shielding yourself. A caster for people who’d rather be in melee.
05Minor & Major Traits
At character creation you must choose four traits — one from each category below. On top of these, every race gets its racial ability automatically (see Races). Traits can’t be changed later, but none of them will ruin a character, so don’t agonize.
1 Major Combat
Stat or resist boost + active
1 Minor Combat
Weapon / spell school head start
1 Major Non-Combat
Vision, metabolism, utility
1 Minor Non-Combat
Tradeskill head start + tool
Recommended picks for new players
- Major Non-Combat: take Infravision or Ultravision if your race can. Veterans who skipped it tend to regret it — the nights are that dark. At minimum, make sure someone in your regular group has it. (Humans can’t take either, so carry a light source.)
- Casters: consider Readiness instead of vision if you’d rather keep a key spell through a death.
- Major Combat: boost your primary stat — Tough (STA) for tanks, Wise for healers, Intelligent for INT casters, Dexterous/Agile for DEX classes, Strong for STR melee, Charismatic for Bards. Resist traits are niche early.
- Minor Combat: match your main weapon or spell school. Warrior (Offense) and Defender (Defense) are safe for anyone. Deadeye gives any eligible class a free bow and 1,000 arrows.
- Minor Non-Combat: pick a tradeskill you actually want to level. Anyone can learn every tradeskill later; the trait just gives a head start and a free tool/bag. Miner, Lumberjack, Herbalist or Survivalist are great money-makers from day one.
Major Combat Traits (16)
Big passive stat or resistance boosts, each with an active ability you can trigger in an emergency.
| Trait | Races | Classes | What it does |
|---|---|---|---|
| Agile | Any | Any | Passive: Your Agility is increased by 10. Active: Increases your Agility by 200 for 15 seconds. |
| Charismatic | Any | Any | Passive: Your Charisma is increased by 10. Active: Become charismatic, increasing your Charisma by 100 for 12 seconds. |
| Cold Resistant | Any | Any | Passive: Your base Cold Resistance is increased by 10. Universal Cold Resistance is increased by 10%. Active: Become immune to cold, removing all stacked Cold effects and greatly increasing your resistance to them for 15 seconds. |
| Corruption Resistant | Any | Any | Passive: Your base Corruption resistance is increased by 10. Elemental Corruption Resistance is increased by 10%. Active: Become immune to corruption, removing all harmful Corruption effects and greatly increasing your resistance to them for 12 seconds. |
| Dexterous | Any | Any | Passive: Your Dexterity is increased by 10. Active: Become dexterous, increasing your Dexterity by 10% for 12 seconds. |
| Disease Resistant | Any | Any | Passive: Your base Disease Resistance is increased by 10. Universal Disease Resistance is increased by 10%. Active: Become resistant to disease, removing all harmful disease effects and greatly increasing your resistance to them for 15 seconds. |
| Electric Resistant | Any | Any | Passive: Your base Electric Resistance is increased by 10. Elemental Electric Resistance is increased by 15%. Active: Become resistant to electricity, removing all harmful Electric effects and greatly increasing your resistance to them for 10 seconds. |
| Fire Resistant | Any | Any | Passive: Your base Fire Resistance is increased by 10. Universal Fire Resistance is increased by 10%. Active: Become immune to fire, removing all harmful Fire effects and greatly increasing your resistance to them for 10 seconds. |
| Holy Resistant | Any | Any | Passive: Your base Holy Resistance is increased by 10. Universal Holy Resistance is increased by 15%. Active: Become resistant to holiness, removing all harmful Holy effects and greatly increasing your resistance to them for 15 seconds. |
| Intelligent | Any | Any | Passive: Your Intelligence is increased by 10. Active: Become intelligent, increasing your Intelligence by 100 for 12 seconds. |
| Magic Resistant | Any | Any | Passive: Your base Magic Resistance is increased by 10. Universal Magic Resistance is increased by 15%. Active: Become resistant to magic, removing all harmful Magic effects and greatly increasing your resistance to them for 15 seconds. |
| Poison Resistant | Any | Any | Passive: Your base Poison Resistance is increased by 10. Your total Poison Resistance is increased by 10%. Active: Become immune to poison, removing all harmful Poison effects and greatly increasing your resistance to them for 15 seconds. |
| Strong | Any | Any | Passive: Your Strength is increased by 10. Active: Increases your Strength by 100 for 15 seconds. |
| Tough | Any | Any | Passive: Your Stamina is increased by 10. Active: Become tough, increasing your Stamina by 10% for 5 seconds. |
| Wise | Any | Any | Passive: Your base Wisdom is increased by 10. Active: Become wise, increasing your Wisdom by 10% for 12 seconds. |
| High Ground | Any | Archer | Passive: Your damage dealt with a bow is increased when you are above your target. (Class-specific.) |
Minor Combat Traits (17)
A head start and faster skill-ups in one weapon, spell school or defensive skill. Several also change your starting weapon.
| Trait | Races | Classes | What it does |
|---|---|---|---|
| Abjurer | Any | BST, DRU, ELE, ENC, INQ, NEC, RNG, SHD, SHM, SPB, WIZ | Starts your Abjuration skill 10 higher; it increases 25% faster. |
| Alterer | Any | BST, CLR, DRU, ELE, ENC, INQ, NEC, RNG, SHD, SHM, SPB, WIZ | Starts your Alteration skill 10 higher; it increases 25% faster. |
| Brawler | Any | MNK | Your Dual Wield skill starts at 20 and increases 25% faster. |
| Bludgeoner | Any | BST, CLR, DRU, ELE, ENC, FTR, MNK, NEC, PAL, ROG, SHM, SPB, WIZ | Starts Bludgeoning 10 higher; it increases 25% faster. You start with a Trainee’s Staff instead of your default weapon. |
| Channeler | Any | BST, DRU, ELE, ENC, INQ, NEC, RNG, SHD, SHM, SPB, WIZ | Starts your Channeling skill 10 higher; it increases 25% faster. |
| Conjurer | Any | BST, DRU, ELE, ENC, INQ, NEC, RNG, SHD, SHM, SPB, WIZ | Starts your Conjuration skill 10 higher; it increases 25% faster. |
| Cutthroat | Any | ARC, BRD, BST, FTR, INQ, RNG, ROG, SHD, SHM | Starts Piercing 10 higher; it increases 25% faster. You start with a Trainee’s Spear instead of your default weapon. |
| Deadeye | Any | ARC, BST, FTR, INQ, PAL, RNG, ROG, SHD, SPB | Starts Archery 10 higher; it increases 25% faster. You also start with a Trainee’s Longbow, Hip Quiver and 1,000 Trainee’s Arrows. |
| Defender | Any | Any | Starts your Defense skill 5 higher; it increases 25% faster. |
| Diviner | Any | BST, DRU, ELE, ENC, INQ, NEC, RNG, SHD, SHM, SPB, WIZ | Starts your Divination skill 10 higher; it increases 25% faster. |
| Evoker | Any | BST, DRU, ELE, ENC, INQ, NEC, RNG, SHD, SHM, SPB, WIZ | Starts your Evocation skill 10 higher; it increases 25% faster. |
| Knife Thrower | Any | ARC, BST, FTR, MNK, RNG, ROG, SPB | Starts Throwing 10 higher; it increases 25% faster. You also start with 1,000 Trainee’s Throwing Daggers. |
| Shieldman | Any | CLR, DRU, FTR, INQ, PAL, RNG, SHD, SHM, SPB | Starts Block 10 higher; it increases 25% faster. You also start with a Trainee’s Buckler. |
| Swordsman | Any | BRD, BST, DRU, FTR, INQ, PAL, RNG, SHD, SPB, WIZ | Starts Slashing 10 higher; it increases 25% faster. You start with a Trainee’s Scimitar instead of your default weapon. |
| Virtuoso | Any | BRD | Starts Brass, Percussion, Strings and Woodwind 25 higher; they increase 25% faster. You also start with a Trainee’s Recorder. |
| Vocalist | Any | BRD | Your Singing skill starts at 50 and increases 50% faster. |
| Warrior | Any | Any | Starts your Offense skill 5 higher; it increases 25% faster. |
Major Non-Combat Traits (8)
Utility and lifestyle perks — including the all-important night-vision options.
| Trait | Races | Classes | What it does |
|---|---|---|---|
| Master Artisan | Any | Any | Your Blacksmithing, Jewelcrafting, Leatherworking, Pottery, Tailoring and Woodworking skills increase 5% faster. |
| Fast Metabolism | Any | Any | Your Endurance is increased by 25%, but you consume food 25% faster. |
| Infravision | Dwarf, Wood Elf, Gnome, Goblin, Halfling, Ogre (also High Elf, Troll) | Any | Passive: grants Infravision, improving your eyesight in darkness. |
| Iron Lungs | Any | Any | Your underwater air capacity is increased by 200%, but your Endurance is decreased by 25%. |
| Readiness | Any | CLR, DRU, ELE, ENC, NEC, SHM, WIZ | You start with an available Cantrip slot, which can be assigned to a memorized spell so it is kept after death. |
| Slow Metabolism | Any | Any | Your Endurance is decreased by 25%, but you consume food 25% slower. |
| Sneak | Halfling | All except classes with innate Sneak | Grants Sneak, making you impossible to detect from behind. |
| Ultravision | Deep Elf, Deep Gnome (also Deep Dwarf) | Any | Passive: grants Ultravision, greatly improving your eyesight in darkness, but you have difficulty seeing in bright environments. |
Minor Non-Combat Traits (34)
A head start in one tradeskill, usually with a free starter tool or bag.
| Trait | Races | Classes | What it does |
|---|---|---|---|
| Alchemist | Any | Any | Alchemy starts 25 higher and increases 25% faster. You start with a Trainee’s Alchemist Bag. |
| Beggar | Any | Any | Begging starts 50 higher and increases 25% faster. |
| Blacksmith | Any | Any | Blacksmithing starts 25 higher and increases 25% faster. You start with a Trainee’s Smithing Hammer. |
| Bookworm | Any | All except ARC, BRD, FTR, MNK, ROG | You start with an additional Trainee’s Spellbook. |
| Brewmaster | Any | Any | Brewing starts 25 higher and increases 25% faster. |
| Builder | Any | Any | Construction starts 50 higher and increases 25% faster. You start with a Trainee’s Construction Hammer. |
| Carpenter | Any | Any | Carpentry starts at 25 and increases 25% faster. You start with a Trainee’s Construction Hammer. |
| Chef | Any | Any | Cooking starts 25 higher and increases 25% faster. |
| Disenchanter | Any | Any | Disenchanting starts at 25 and increases 5% faster. You start with a Trainee’s Disenchanting Cube. |
| Enchanter | Any | Any | Enchanting starts 25 higher and increases 25% faster. You start with a Trainee’s Tome of Enchantment. |
| Fisherman | Any | Any | Fishing starts 25 higher and increases 25% faster. You start with a Trainee’s Fishing Pole and 1,000 Trainee’s Fishing Grubs. |
| Fletcher | Any | Any | Fletching starts 25 higher and increases 25% faster. You start with a Trainee’s Fletching Kit. |
| Forager | Any | Any | Forage starts 50 higher and increases 25% faster. |
| Herbalist | Any | Any | Herbalism starts at 25 and increases 5% faster. You start with a Trainee’s Sickle and Trainee’s Herb Pouch. |
| Jewelcrafter | Any | Any | Jewelcrafting starts 25 higher and increases 25% faster. You start with a Trainee’s Jewelcrafting Kit. |
| Leatherworker | Any | Any | Leatherworking starts 25 higher and increases 25% faster. You start with a Trainee’s Leatherworking Kit. |
| Lumberjack | Any | Any | Lumberjacking starts 25 higher and increases 25% faster. You start with a Trainee’s Lumberjack Axe. |
| Magical | Any | Any | You start with a base Magic Rating, and Magic Rating gained from items is increased by 200%. |
| Medicine | Any | Any | First Aid starts 25 higher and Survivalism 5 higher; First Aid increases 25% faster. You start with 20 Trainee’s Cloth Bandages and a Trainee’s Survival Kit. |
| Merchant | Any | Any | Commerce starts 25 higher and increases 25% faster. |
| Miner | Any | Any | Mining starts 25 higher and increases 25% faster. You start with a Trainee’s Mining Pick. |
| Poison Maker | Any | Any | Poison Making starts 50 higher and increases 25% faster. |
| Potter | Any | Any | Pottery starts 50 higher and increases 25% faster. |
| Researcher | Any | Any | Spellcrafting starts 50 higher and increases 25% faster. You start with a Trainee’s Research Tome. |
| Smelter | Any | Any | Smelting starts 25 higher and increases 25% faster. |
| Stonecutter | Any | Any | Stonecutting starts at 25 and increases 5% faster. You start with a Trainee’s Hammer and Chisel. |
| Stonemason | Any | Any | Masonry starts at 25 and increases 5% faster. You start with a Trainee’s Hammer and Chisel. |
| Survivalist | Any | Any | Survivalism starts 25 higher and increases 25% faster. You start with a Trainee’s Survival Pouch. |
| Swimmer | Any | Any | Swimming starts 50 higher and increases 25% faster. |
| Tailor | Any | Any | Tailoring starts 25 higher and increases 25% faster. You start with a Trainee’s Tailoring Kit. |
| Tavern Regular | Any | Any | Alcohol Tolerance starts 25 higher and increases 25% faster. |
| Tinkerer | Any | Any | Tinkering starts 25 higher and increases 25% faster. You start with a Trainee’s Tinkering Toolkit. |
| Tracker | Any | BRD, DRU, RNG | Tracking starts at 25 and increases 25% faster. |
| Woodworker | Any | Any | Woodworking starts 50 higher and increases 25% faster. |
06Your First Hour
- Scribe your scrollsOpen your inventory (I) and ability book (B). Right-click the scrolls in your bags to scribe them. Spells go into your spellbook (which must sit in a belt slot); melee abilities go to the Innates tab.
- Memorize your abilitiesDrag abilities from your book onto your ability bar — up to 10 at a time — and fire them with the number keys 1–0. Right-click a slot to clear it.
- Light your candleYou start with a single-use Trainee’s Candle. Right-click to light it, right-click again to put it out. Save it for when you really need it and buy torches or a lantern early.
- Split your chatBy default, everything floods one window. Right-click a chat tab to create a new window and filter combat and system spam into it so you can actually read /ooc, tells and NPC dialogue.
- Find your class trainer and starter questEvery class has a starter quest line that teaches the basics and hands out early gear. Ask a guard for directions, or follow our class starter guides.
- Group upTarget a player and click Invite, or type
/invite Name. Type/lfg onto show you’re looking. The fastest way to get a group is to make one.
07Cantrips: Keeping Spells Through Death
When you die in M&M, your spellbook stays on your corpse and you lose every spell you had memorized — which can leave a caster helpless on the run back. Cantrips fix part of that problem: a spell you assign as a cantrip stays memorized after death, even if you don’t have your spellbook with you.
Who gets them
Only the true caster classes: Cleric, Druid, Elementalist, Enchanter, Necromancer, Shaman and Wizard. Hybrids like Paladins, Shadow Knights, Rangers and Spellblades still lose their spells on death.
When you get them
Your first cantrip slot unlocks at level 4, and more slots are added at intervals as you level. The game notifies you whenever you gain a new slot. Take the Readiness trait at creation to start with a slot at level 1.
What it does
A cantrip spell survives death, so you respawn with it ready to cast. Everything else you had memorized is gone until you get your spellbook back (or borrow a spare).
How to assign a cantrip
- Memorize the spellDrag it from your spellbook onto your ability bar as usual.
- Click its orange numberEach memorized spell has a number beside it on the ability bar. Click the orange number next to the spell you want to keep.
- Let it re-memorizeYour character will re-memorize the spell. When it’s done, the number turns blue — that spell is now a cantrip.
What to put in your cantrip slot
Pick the spell you’d most want in your hands right after you respawn naked at your bind point:
- A way back to your corpse. Invisibility or Invisibility vs. Undead, if your class has them, lets you walk past whatever killed you.
- Your main heal if you’re a healer, so you can keep a corpse-run party alive.
- A crowd-control or escape spell for Enchanters and other control casters — a mez or root can buy you the seconds you need.
08Where to Level: 1–10
Where you start depends on your race. Below are the documented experience spots for each starting area through level 10, plus where to head next. Levels come from community playtest notes and can shift between patches — use C to consider a mob before you pull it.
Night Harbor start (Humans, Dwarves, Gnomes, Ogres, and anyone who wants the busiest hub)
| Level | Zone | Spot | Mobs | Notes |
|---|---|---|---|---|
| 1–3 | Night Harbor | Shaded Bloom Inn Basement | Beetles, rats | Quiet, low-pressure alternative to the gates. |
| 1–5 | Night Harbor | North & West Gates newbie yards | Rats, bats, snakes, spiders, beetles, skeletons | The classic start. Shady merchants sit near both gates. |
| 1–5 | Night Harbor | Necropolis Front Yard | Rats, bats, spiders, beetles, skeletons | Beware the level 8 Night Terror after dark. |
| 1–5 | Night Harbor | Saltbreeze Park / Garrison Boatyard | Bats (night only) / rats | Small, easy camps. |
| 1–5 | Night Harbor Sewers | Sewer Tunnels | Muggers, rats, wererats, snakes | Reached via the Docks. |
| 3–11 | Tomb of the Last Wyrmsbane | Fork Room & Front Halls | Skeletal fighters, warriors, cavaliers | The best early dungeon — group up. Named ghosts around 8–10 drop the Wyrmsbane armor sets. |
| 4–6 | Shaded Dunes edge | West Gate shoreline | Crocodile hatchlings | Non-hostile, safe solo XP. |
| 8–9 | Infested Crypt | Crypt Entrance | Spiderlings, hatchlings, guardians, creepers | Easy solo pulls near the door; 10–14 deeper in. |
| 8–10+ | Shaded Dunes | Ashira & Smugglers camps | Ashira, wererats, crocodiles | Low-level named camps; better with a group. |
| 8–12 grp | Night Harbor | West of Twilight Harbor, by the cranes | Goblins | Social mobs — pull carefully. |
Faelindral start (Wood Elves, Halflings)
| Level | Zone | Spot | Mobs | Notes |
|---|---|---|---|---|
| 1–5 | Evershade Weald | Faelindral lift & outskirts | Rats, bats, wasps, spiders | Shared starting grounds for Faelindral. |
| 4–9 | Evershade Weald | Fellstone Scout Paths & Wildlife Trails | Wolves, rats, Fellstone orc scouts | Named scouts drop early bows and wristguards. |
| 8–13 | Evershade Weald | Dryad Grove & Blighted Camp | Dryad fawns, Fellstone orc raiders | The orc necromancer deeper in is dangerous. |
Underdocks & Ail’Vorith start (Deep Elves, Deep Gnomes, Goblins, and some Humans, Gnomes and Ogres)
| Level | Zone | Spot | Mobs | Notes |
|---|---|---|---|---|
| 1–4 | Underdocks | Newbie Yard (by the docks) | Undercap morsels, deep beetles, shadowbones, shadewings, rats, crawlers | Starting grounds for the Deep races. |
| 5–6 | Underdocks | Deepcut Bandit Camp | Deepcut overseers & miners | Tied to the Deepcut bounty quests. |
| 7–12 | Underdocks | Wererat Warrens | Wererat plaguespreaders, stalkers, lancers, shadowbones | Caves near the top of the zone. |
| 2–13 | Ail’Vorith | Outer Caves | Beetles, sporelings, decayed skeletons, oozelings | Easy solo trash outside the gates. |
| 6–11 | Ail’Vorith | Cultist Warrens | Cultist priestesses, cave snakes, myconids | A cult camp tucked into the caves. |
| 8–15 | Ail’Vorith | Ail’trist Patrol Grounds | Spectral remnants, floating skulls, stray elementals |
Level 10 and beyond
| Level | Zone | Spot | Mobs | Notes |
|---|---|---|---|---|
| 10–15 | Tel Ekir | Ashira Outskirts | Ashira sentries, sandstalkers | |
| 10–14 | Infested Crypt | Web-Choked Tunnels & Broodwarren | Broodmistresses, large guardians | |
| 12–15 | Ancient Crypt | Near the Entrance | Skeletal guards, inquisitors, adepts | Watch for false-floor pit traps. |
| 12–16 | Tomb of the Last Wyrmsbane | Deeper halls | Ghosts, zombies, ghouls | High Marshal Fionna (~16) waits at the bottom. |
Boats connect the Underdocks with Night Harbor and the Caves of Irem, so Deep-race characters can reach the surface hunting grounds (and vice versa). Browse every zone, map and named mob in our Zones section.
09Combat, Experience & Resting
Consider everything
Target with Tab and press C to consider. The message tells you how the mob feels about you and how tough it is relative to your level. Groups can take on harder cons than you can solo — but a mob far above your level resists most of what you throw at it.
Pull, don’t wade in
Draw one mob back to your group instead of fighting in the middle of its friends. Many mobs are social and will help each other. If you’re chased across the zone with a line of monsters behind you, that’s a train — warn people with /shout.
Group XP rules
Experience, coin and corpse access are shared in a group. Until level 15, everyone must be within 5 levels; after that, everyone must be at least two-thirds of the highest member’s level.
Rested bonus
Sit near a campfire or inside an inn to build up Rested — a 15% experience bonus that stores up to 20 minutes. Rain stops it unless you’re Sheltered. When it runs out you’re Tired, which just means no bonus.
Eat and drink
Out of food or water, you become hungry or thirsty and your health and mana regeneration drop sharply. Always carry both. Halflings and Ogres eat faster than other races.
Don’t get Encumbered
Carrying too much slows you down and stops you gating or teleporting. Sell or bank before a long trip.
10Death & Corpse Recovery
You will die — a lot. Understanding what happens makes it an adventure instead of a rage-quit.
- What you lose: you respawn at your bind point (where you first logged in, until you change it). Everything you were wearing and carrying stays on your corpse — including your spellbook. Casters and hybrids also lose their memorized spells (except those in cantrip slots).
- What survives: physical abilities like feign death, Sneak and Hide. That’s why Monks, Shadow Knights and Rogues are prized for corpse recovery.
- Getting it back: run back and right-click your corpse to loot it, or have a friend drag it to safety. Use
/consent Nameor/consent groupto let others drag it;/denyrevokes. Some classes can resurrect.
| Corpse | Level 1 | Levels 2–4 | Levels 5–29 | Level 30+ |
|---|---|---|---|---|
| Empty corpse decays after | 30 min | 30 min | 3 hours | 24 hours |
| Corpse with items decays after | 2 hours | 7 days | 7 days | 7 days |
/camp sits you down for 30 seconds first, and a character that goes link-dead lingers in the world and can still die. Always camp somewhere safe.11Making Money Early
Spells, bags, food and armor all cost coin, and you start with next to nothing. A few reliable ways to get your first silver:
Sell to the right merchant
Cooks buy odd monster parts, used-armor vendors buy armor, class and profession vendors buy their own supplies. Shady or greedy merchants buy anything — cheaply. If nobody will take an item, it’s probably a quest item.
Chop wood, make torches
A lumberjack axe costs about 25 copper. Wood + resin makes Crude Torches with Survival; add cloth scraps for Handmade Torches. General-goods and survival vendors buy them.
Upgrade rusty and tattered gear
Sharpening stones (from mined stone at a forge) turn rusty weapons into tarnished ones that sell for more — and give a 30-minute weapon-damage buff when used. Tattered cloth/rawhide can be combined into patched armor, or cut into swatches with a seam ripper.
Cook your meat
Raw meat cooked on a stove or campfire sells to cooks for more than raw.
Gather for players
Ore, herbs and wood are always in demand for quests and tradeskills. Watch /ooc and /auction for WTB (want to buy) requests.
Buy the dip
Other players dump items on shady merchants at a loss. Buy them back and resell to the proper vendor for a profit.
12Intro to Gathering
Gathering skills pull raw materials out of the world — ore, herbs, wood, fish — to sell, to use in quests, or to feed your tradeskills. They’re one of the easiest ways for a brand-new character to earn money.
How gathering works
- Buy the toolEach gathering skill needs its tool equipped in your primary (main-hand) slot: a mining pick, a lumberjack axe, a herbalism sickle or a fishing pole. Trainers usually have a vendor next to them.
- Grab the pouchEach profession has a larger-than-normal pouch (a few silver) that fits a belt slot. Worth it once you’re gathering seriously.
- Find a node and right-clickVeins sit on rocks and cliffs, wood piles lie near trees, herbs grow in the wild. Right-click to harvest.
- Stay in your skill rangeEach node has a minimum skill to attempt and a ‘trivial’ level where you stop gaining skill. Move up to the next node type as you pass trivial.
Mining
Ore, stone and gems from mineral veins. Trainers: Miner Falmud (Sojourner’s Camp, Night Harbor) and Jull Orbel (Overreach, Underdocks). Feeds Smelting, Blacksmithing and Jewelcrafting.
Herbalism
Herbs for Alchemy. Trainers in the Sojourner’s Camp (Night Harbor) and Herbalist Jedesha (Western district, Underdocks). Equip a sickle.
Lumberjacking
Wood and resin from wood piles. Feeds Woodworking, Carpentry, Fletching — and your campfires and torches.
Fishing
Pole plus bait. The Fisherman trait starts you with both (and 1,000 grubs). Fish feeds Cooking.
Foraging
Find food and odds and ends in the wild. Wood Elves and Halflings get Forage as a racial ability.
Skinning
Not yet fully implemented — hides for Tanning and Leatherworking are coming.
Early mining nodes
| Node | Min skill | Trivial at | Where |
|---|---|---|---|
| Copper Vein / Rich Copper | 1 | 50 / 65 | Night Harbor (West & North Gates), Shaded Dunes, Evershade Weald, Keeper’s Bight |
| Stone Ore | 1 | 5 | Ail’Vorith (Quarry) |
| Limestone Deposit | 40 | 75 | Fallen Pass, Shaded Dunes cliffs, Sungreet Strand, Scarwood |
| Tin Vein | 75 | 125 | Sungreet Strand, Vale of Zintar, Scarwood |
| Silver Vein | 110 | 150 | Sungreet Strand, Vale of Zintar, Scarwood |
| Iron / Gold Vein | 150 / 175 | 200 / 225 | Fallen Pass, Glass Flats, Shallow Shoals |
The hardest part of early mining is getting off copper. Try the West Gate in Night Harbor and the cliffs in the Shaded Dunes.
Early herbalism nodes
| Node | Min skill | Trivial at | Where |
|---|---|---|---|
| Lionleaf | 1 | 20 | Night Harbor, Evershade Weald, Shaded Dunes |
| Ghost Poppy | 1 | 20 | Night Harbor, Shaded Dunes, Evershade Weald, Sungreet Strand |
| Sylvine | 1 | 30 | Evershade Weald |
| Nomad’s Grace | 10 | 45 | Evershade Weald, Shaded Dunes, Sungreet Strand |
| Whispering Sage | 15 | 65 | Evershade Weald, Shaded Dunes |
| Ironroot | 30 | 80 | Shaded Dunes, Sungreet Strand |
Level 1–25 on Lionleaf and Ghost Poppy outside Night Harbor’s North and West Gates, then move to Ironroot, Nomad’s Grace and Whispering Sage in the Shaded Dunes.
Early lumberjacking nodes
| Node | Min skill | Trivial at | Where |
|---|---|---|---|
| Wood Pile / Rich Wood Pile | 1 | 35 / 50 | New player yards, Sungreet Strand, Shaded Dunes, Evershade Weald, Keeper’s Bight |
| Fine Wood Pile | ~48 | 85 | Sungreet Strand, Keeper’s Bight |
| Whisperpine Wood Pile | 60 | 110 | Keeper’s Bight |
| Ironbark Wood Pile | 85 | 135 | Sungreet Strand, Keeper’s Bight |
13Intro to Tradeskills
M&M has more than 30 tradeskills, and anyone can learn all of them — there’s no limit on how many you pick up. Crafted gear, potions, food, arrows and bags are genuinely useful, and good crafters are valued members of any guild.
The four families
Refining
Smelting, Tanning, Spinning, Stone Cutting, Fermenting
Crafting
Blacksmithing, Tailoring, Leatherworking, Jewelcrafting, Woodworking, Carpentry, Fletching, Cooking, Alchemy, Poison Making, Pottery, Tinkering, Spellcrafting, Masonry
Utility
Survival, First Aid, Enchanting, Disenchanting, Brewing, Riding, Navigation, Animal Taming, Archaeology, Spycraft, Wagoneering, Wilderness
How crafting works
- Containers and stations. Small recipes use a portable kit (Tailoring Kit, Jewelcrafting Kit, etc.) that sits in a bag slot. Bigger recipes need a world station like a forge, loom or anvil, usually near the trainers in town.
- Don’t stack ingredients. Put each item in its own slot. Hold Ctrl while clicking a stack to pick up just one.
- Recipe browser. Open a tradeskill container and click the small hammer icon beside it to see known recipes, filtered by what you’re carrying.
- Discover hidden recipes. Not every recipe is listed. Experiment — a successful combine of something new teaches it to you permanently.
- Chains. Most crafts depend on others: Mining → Smelting → Blacksmithing; Lumberjacking → Woodworking → Fletching or Carpentry; Herbalism → Alchemy.
Reading the difficulty colors
| Color | In-game message | Success chance |
|---|---|---|
| Red | “You will require all your skills to craft this.” | Very low |
| Orange | “Your skills make this a herculean task.” | Low |
| Yellow | “Your skills make this a daunting task.” | Moderate-low |
| White | “Your skills make this a complex task.” | About 50/50 |
| Dark Blue | “Your skills make this a moderate task.” | Moderate-high |
| Light Blue | “Your skills make this a simple task.” | High |
| Green | “This recipe is trivial to you.” | Near-certain — but no more skill-ups |
You gain skill on everything except green (trivial) recipes. The sweet spot is white-to-blue: good success odds and steady skill-ups.
A great first tradeskill: Survival
Survival doesn’t need a station — cast Crafting: Survival from your ability book. It makes bandages from cloth scraps, torches from wood and resin, and campfires (8 wood) that light the night, speed your regeneration and build Rested XP. Feed a burning fire more wood to keep it going; it costs less than building a new one.
Recipes, trainers and breakdowns for every craft live in our tradeskill pages — start with Smelting, Blacksmithing, Tailoring and Leatherworking.
14Bags, Light & Finding Your Way
Inventory layout
| Slot | How many | What goes there |
|---|---|---|
| General inventory | 8 | Any item, any size |
| Backpack slot | 1 | A backpack — can hold large or even giant items |
| Bag slots | 3 | Satchels (medium items) or tradeskill kits |
| Belt slots | 3 | Pouches (small items), gathering pouches, spellbooks, lanterns |
A bag has to be equipped in the right slot type to be usable. Check a bag’s slot type and the item sizes it holds before you buy it.
Light sources
Your Trainee’s Candle is single-use. Torches are the cheapest light (and you can make them), while lanterns clip to a belt slot and can be refilled. Campfires light up an entire camp.
Navigating without a map
- Use Sense Heading or Polar Alignment: North to find your direction.
- In Night Harbor, the ocean is south and the castle on the western bluff glows green at night.
- Note landmarks as you travel so you can describe where you are — and find your corpse if things go wrong. A Bard can help track down a lost corpse.
- Stuck in the geometry?
/rewind(or/stuck) returns you to a recent position on a 5-minute cooldown. - Our zone pages include maps rendered straight from the game files — see Zones.
15Essential Keys & Commands
| Key | Does |
|---|---|
| W A S D | Move |
| Space | Jump |
| E | Auto-run |
| X / Z | Sit / crouch |
| Tab / Shift+Tab | Cycle targets |
| F | Assist your target |
| C | Consider target |
| H | Hail NPC |
| Q | Toggle auto-attack |
| U | Interact with object |
| L | Look (MUD action) |
| Y | Inspect player |
| I | Inventory |
| B | Ability book |
| P | Skills |
| O | Social / group finder |
| J | Journal |
| T / R | Tell / reply |
| G | Group chat |
| Esc | Options |
| F10 | Hide UI |
| F12 | Screenshot |
| Command | Does |
|---|---|
/say, /ooc, /shout |
Local, zone-wide out-of-character, and wide-area chat |
/tell Name, /g, /gu, /auction |
Private, group, guild and trade chat |
/invite Name |
Invite to group |
/lfg on |
Flag yourself Looking For Group |
/who all lfg |
List players looking for a group |
/consent Name, /consent group, /deny |
Allow or revoke corpse dragging |
/camp |
Log out safely (30-second sit) |
/rewind, /stuck |
Return to a recent position (5-min cooldown) |
/reload |
Reload your character — fixes most weirdness |
/help [term] |
Search every command |
/bug, /petition |
Report a bug or ask a GM |
/random 1d20 |
Roll dice (loot rolls) |
/hidecorpse all |
Hide corpse clutter |
/ignore Name |
Block a player |
/macro |
Make custom hotbar buttons (%t = target, %me = you) |
/look, /inspect, /push, /pull, /open, /pry… |
MUD actions for interacting with the world |
Keybinds can be changed in Options (Esc). Right-click most UI windows to scale or lock them; Options → Reset UI puts everything back.
16Lingo & Glossary
Much of the player base cut its teeth on classic MMOs, and the slang shows. Here’s what people mean in /ooc:
- Aggro
- An NPC’s hostility toward you
- AE / AOE
- Area-of-effect
- Bind
- Where you respawn after death
- Buff / Debuff
- Helpful / harmful effect
- Camp
- A spot you hold to kill spawns — or logging out
- CC
- Crowd control
- Con
- Consider a mob’s difficulty
- Corpse run
- Going back for your gear
- DD / DoT
- Direct damage / damage over time
- Ding
- You leveled up
- FD
- Feign death
- Gate
- Teleport home
- Inc
- Incoming — a mob is on its way
- Kite
- Fight while running
- KOS
- Kill on sight
- KS
- Kill steal
- LD
- Link-dead (disconnected)
- LFG / LFM
- Looking for group / more
- LoS
- Line of sight
- Med
- Sit to regain mana
- Mez
- Mesmerize
- Named
- A unique, tougher NPC
- OOM
- Out of mana
- PH
- Placeholder for a named spawn
- Pull
- Bring a mob to the group
- Rez
- Resurrect
- Root / Snare
- Hold in place / slow
- SoW
- Run-speed buff
- Train
- A line of mobs chasing someone
- TS
- Tradeskill
- WTB / WTS
- Want to buy / sell
17Etiquette & Good Habits
- Ask before joining a camp. If someone is already killing at a spot, ask in /say whether they mind before you start pulling there.
- Don’t steal kills. Attacking a mob someone else is fighting is rude and gets you remembered.
- Announce trains. If you’re running to the zone line with mobs behind you, /shout it so others can get clear.
- Give a heads-up before you leave a group and offer to help find a replacement. People remember small courtesies.
- Help people with corpse runs. Everyone has been there. An invis or a corpse drag costs you nothing and earns you friends.
- Stop and look around. The weather, the night sky and the tiny details in every zone are a big part of why people love this game.
18Frequently Asked Questions
What is the best class for a new player?
There is no single best class. Fighter, Paladin, Ranger and Monk are the most forgiving to learn, while Clerics and Enchanters are the most in demand for groups. See Classes & Playstyles to match a class to how you like to play.
What is the best solo class in Monsters and Memories?
You can solo, but it’s slower and riskier than grouping. Necromancers, Druids, Beastmasters, Elementalists and Rangers solo best thanks to pets, damage-over-time spells, heals or kiting tools. Everything is easier in a group.
Can I change my traits later?
No — choose them at creation. None of them will ruin a character, though.
Can I learn every tradeskill?
Yes. There’s no cap on how many tradeskills a character can learn.
Is there a cash shop?
No. M&M is subscription-only, with no box price and no in-game store.
Will my character be wiped after Early Access?
No wipe is planned. Fresh servers will be offered later for people who want a new start.
How do I find quests?
Talk to NPCs. Hail them, read their dialogue, and say the highlighted keywords back to them. Hand items to an NPC by putting the item on your cursor and clicking them.
I died and can’t find my body — help!
Ask in /ooc. Someone may be able to invis you, drag your corpse, or (as a Bard) help locate it. Corpses with items last 7 days after level 1, so you have time.
The game is doing something strange.
Try /reload first. If that fails, camp out and log back in.