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The Spellblade

The Spellblade is the magic swordsman of Monsters and Memories — a light-armored melee fighter who loads their weapon with arcane, electric or telekinetic energy and turns every swing into a spell. Rebuilt around an infusion and Conduit cycle, the class trades luck-based procs for frequent, meaningful decisions. Blink behind your target, slash, discharge your infusion as a burst, and teleport out before the mob can answer.

Updated for Early Access · September 2026

Spellblade Class Guide
Ready to play one? Our Monsters and Memories Spellblade Guide covers the best races and traits, arcane melee, abilities by level, group and solo tactics, where to level and the gear to chase.

Strengths

  • Exceptional mobility — teleport behind a target or away from danger
  • Three damage types to choose from mid-fight
  • Conduit bursts on demand, plus area fields that punish packs
  • Implosion softens a target’s block, dodge and parry for your whole group
  • A threat drop with Seclusion and a group aura that boosts casters’ Intelligence and spell damage
Weaknesses

  • Light armor, so you can’t absorb much punishment
  • No healing
  • A lazy rotation underperforms badly
  • Area effects and knockbacks can break crowd control or scatter a pull
  • Mana matters on a melee class

IntelligencePrimary
AgilityPrimary
StrengthSecondary
StaminaSecondary

Spellblade gameplay rewards timing rather than a fixed rotation. Infuse your weapon with the damage type the fight needs, strike with Infused Slash, then release the energy as a burst with Conduit when the moment is right. Phase Strike puts you behind your target, Static Field and Implosion punish packs, and Seclusion drops your threat if you overdo it. Kinetic Ward is your defensive shield. Stay mobile and keep an eye on your positioning and mana.

For players who find warriors too plain and mages too fragile. If you enjoy active, movement-heavy combat and choosing the right tool for each moment, the Spellblade is one of the most engaging classes in the game. It starts simple and adds layers every few levels.

Deep Elf, Dwarf, Gnome, Human

Races playable at Early Access. See the class guide for starting stats and our picks.

Skills

Innate Skills

Skill Trained Cap at 50 Cap at 60 Progression
Acrobatics No ?? ?? ??
Martial No ?? ?? (Level x 5) + 5
Might No ?? ?? (Level x 5) + 5
Valor No ?? ?? ??

Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Block No ?? ?? ??
Defense No ?? ?? Level x 5
Dodge Yes ?? ?? Level x 3
Hand to Hand No ?? ?? ??
Offense No ?? ?? Level x 5
Parry Yes ?? ?? Level x 3
Dual Wield Yes ?? ?? ??
Double Attack Yes ?? ?? ??

Weapon Skills

Skill Trained Cap at 50 Cap at 60 Progression
Archery No ?? ?? ??
Bludgeoning No ?? ?? Level x 5
Piercing No ?? ?? Level x 5
Slashing No ?? ?? Level x 5
Throwing No ?? ?? ??

Non-Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Alcohol Tolerance No ?? ?? ??
Commerce No 25 25 N/A
Fishing No 300 300 N/A
Swimming No 100 100 N/A

Notable Gear

Ranked for Spellblade’s key attributes — Primary: Strength · Secondary: Intelligence
Pestilence, Shard of the Blightspire
Pestilence, Shard of the Blightspire
Weapon · Primary
STR +20, INT +20
Shoe-Iron Claymore
Shoe-Iron Claymore
Weapon · Primary
STR +15
Stablemaster’s Claymore
Stablemaster’s Claymore
Weapon · Primary
STR +15
Blade of the Witchguard
Blade of the Witchguard
Weapon · Primary
STR +10, INT +10
Boulderbreaker Axe
Boulderbreaker Axe
Weapon · Primary
STR +14
Boulderbreaker Scythe
Boulderbreaker Scythe
Weapon · Primary
STR +14
Scholar’s Shoulderpads
Scholar’s Shoulderpads
Armor · Shoulders
STR +8, INT +8
Saltlash
Saltlash
Weapon · Primary
STR +10

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Spellblade Spells & Abilities Spellblade Guides ← Back to All Classes

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