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Monsters and Memories New Player Guide

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.

Early AccessOctober 1, 2026
Price$15/mo subscriptionNo box price, no cash shop
Level cap60
World28 zonesincl. Module 1: Descent into the Deep
Races / Classes9 / 18
WipesNone plannedFresh servers later for new starts

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.

Read this guide as a map, not a script
M&M is in Early Access, and levels, spawns and numbers can shift between patches. Everything here is cross-checked against community sources, but if something in-game disagrees with this page, trust the game — and let us know so we can update it.

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.

The golden rule
Most problems in M&M are solved by being social. Ask in /ooc, send a /tell, invite the person soloing next to you. The community — many of them classic-MMO veterans — is overwhelmingly willing to help a polite newcomer.

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

Human18 classes

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)
Dwarf10 classes

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)
Gnome9 classes

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)
Goblin10 classes

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)
Halfling9 classes

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
Ogre8 classes

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)
Wood Elf8 classes

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)
Deep Elf14 classes

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
Deep Gnome8 classes

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
Size and faction matter
Large races like Ogres can struggle with doorways and tight tunnels; small races may have to swim where others wade. Some races are disliked — or Kill-on-Sight — in certain cities. Ogres are KOS in Evershade Weald, Deep Gnomes are KOS in Ail’Vorith, and the Evil-aligned Deep races will find surface guards less friendly. Faction can be improved over time.

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.

Our recommendation
If your race can take Ultravision or Infravision, take it. Deep Elves and Deep Gnomes especially should treat Ultravision as essential. On bright surface days, stick to shade, caves and dusk hours when you can. If you’re a Human, or you chose Readiness instead, carry a light source at all times and try to group with at least one person who has night vision.

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

FighterTank · STA

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.

Races: Human, Dwarf, Gnome, Goblin, Halfling, Ogre, Wood Elf, Deep ElfStarter quest guide →
InquisitorTank · STA

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.

Races: Human, Deep ElfStarter quest guide →
PaladinTank · STA

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.

Races: Human, Dwarf, Gnome, Halfling, Deep ElfStarter quest guide →
Shadow KnightTank · STA

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.

Races: Human, Goblin, Ogre, Deep ElfStarter quest guide →

Healers

ClericHealer · WIS

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.

Races: Human, Dwarf, Gnome, Halfling, Deep ElfStarter quest guide →
DruidHealer · WIS

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.

Races: Human, Goblin, Halfling, Wood Elf, Deep GnomeStarter quest guide →
ShamanHealer · WIS

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.

Races: Human, Goblin, Ogre, Wood Elf, Deep GnomeStarter quest guide →

Supports

BardSupport · CHA

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.

Races: Human, Dwarf, Halfling, Wood ElfStarter quest guide →
EnchanterSupport · INT

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.

Races: Human, Dwarf, Gnome, Goblin, Deep Elf, Deep GnomeStarter quest guide →

Ranged DPS

ArcherRanged DPS · DEX

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.

Races: Human, Goblin, Halfling, Ogre, Wood Elf, Deep ElfStarter quest guide →
ElementalistRanged DPS · INT

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.

Races: Human, Dwarf, Gnome, Ogre, Deep Elf, Deep GnomeStarter quest guide →
NecromancerRanged DPS · INT

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.

Races: Human, Gnome, Goblin, Deep Elf, Deep GnomeStarter quest guide →
WizardRanged DPS · INT

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.

Races: Human, Dwarf, Gnome, Deep Elf, Deep GnomeStarter quest guide →

Hybrid DPS

RangerHybrid DPS · DEX

Best for: You want bow and blade, plus druid-style magic, tracking and traps. Rangers are versatile explorers who solo and group comfortably.

Races: Human, Dwarf, Goblin, Halfling, Ogre, Wood Elf, Deep ElfStarter quest guide →

Melee DPS

BeastmasterMelee DPS · STR

Best for: You want a fighting animal companion at your side, primal buffs and shapeshifting. Friendly to solo players who still want to melee.

Races: Human, Goblin, Halfling, Ogre, Wood Elf, Deep GnomeStarter quest guide →
MonkMelee DPS · STR

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.

Races: Human, Ogre, Deep ElfStarter quest guide →
RogueMelee DPS · DEX

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.

Races: Human, Dwarf, Gnome, Goblin, Halfling, Wood Elf, Deep Elf, Deep GnomeStarter quest guide →
SpellbladeMelee DPS · INT

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.

Races: Human, Dwarf, Gnome, Deep ElfStarter quest guide →
Cantrips for true casters
Clerics, Druids, Elementalists, Enchanters, Necromancers, Shamans and Wizards earn cantrips — their first at level 4, with more at later levels. A spell assigned to a cantrip slot stays memorized after death, even without your spellbook. The Readiness trait gives you a cantrip slot from level 1. See Cantrips for how to set one.

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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Group upTarget a player and click Invite, or type /invite Name. Type /lfg on to show you’re looking. The fastest way to get a group is to make one.
Ask the guards
Guards give directions. Hail one and ask about a place, a district or a direction. Your conversations with NPCs appear in their own Interactions window, and J opens a journal of past conversations — handy when you forget which keyword started a quest.

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

  1. Memorize the spellDrag it from your spellbook onto your ability bar as usual.
  2. 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.
  3. 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.
Pair it with a spare spellbook
Cantrips only keep what’s in the slot. A spare spellbook in the bank (see Death & Corpse Recovery) covers everything else.

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
Ail’Vorith guards
Ail’Vorith’s inner-city guards are level 50+ and Kill-on-Sight to outsiders until you’ve earned standing with the city. If you’re not a Deep Elf, don’t wander in to sightsee.

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 Name or /consent group to let others drag it; /deny revokes. 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
Keep an emergency spellbook
Spare spellbooks cost about a silver from spell vendors and, unlike starter books, can be traded. Any spell can be scribed into any book and memorized by anyone who can cast it. Stash one in the bank with Invisibility and Invisibility vs. Undead — pass it around, memorize, and walk right past what killed you.
Log out safely
Logging out isn’t instant: /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

  1. 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.
  2. 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.
  3. 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.
  4. 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

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.

Pro tip
Tradeskills take a long time to level. Many players dedicate an alt to a single craft and give it the matching Minor Non-Combat trait for a 25-point head start and a free kit.

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.

Sources. Compiled from the official Monsters & Memories New Player Guide and Early Access FAQ. Spot something out of date? Let us know.
Guide Type
New Player
Last Updated Patch
0.30 (Early Access)

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