Class Guide · Updated for patch 0.30 (Early Access) · September 2026
How to build, level and play a Beastmaster in Monsters and Memories — race and trait picks, taming and caring for your pet, the reworked melee toolkit, group and solo tactics, a leveling path and gear to chase.
01The Beastmaster at a Glance
The Beastmaster is a leather-armored melee brawler with a bonded animal companion. You tame a beast, raise it, feed it and fight beside it — hitting hard with a two-handed weapon or a pair of claws while your wolf, bear, spider or crocodile tears into the same target.
The official class page describes a fighter “who fights without magic, instead choosing to have a bonded beast at their side.” The developers want the Beastmaster to be “a competitive DPS class,” with damage split between you and your pet — a DPS pet should make up a little less than half of your total. With a Tank pet, your companion can hold solo and small-group fights for you.
Strengths
A persistent pet that levels with you and can tank or deal damage · comfortable soloing · group Offense and Agility aura, plus a group sneak-and-speed aura that works indoors · beast crowd control (lull, fear) · pet heals, a pet resurrection and a self-heal · built-in night vision later on · plenty of useful weapon choices.
Weaknesses
Your pet must be fed, healed and revived, and its death costs you damage and mana · no spells or magic utility for the group · mana is only for pet-bond abilities · your crowd control only works on beasts · a DPS pet in a group can steal aggro if you’re careless · two-handed and claw builds need different gear.
02Is the Beastmaster Right for You?
You’ll love it if…
You like having a companion that’s truly yours; you enjoy melee combat; you want a class that can solo comfortably and still group well; you like collecting and swapping between different animals; you like a class with a strong identity.
You might not if…
You don’t want to babysit a pet’s health and food; you want to cast spells or offer magical utility; you want to tank or heal for your group; you dislike running back to revive and re-bond; you want a single simple rotation.
For new players, the Beastmaster is one of the friendlier classes: the pet absorbs mistakes, soloing is viable from level 1, and the melee attacks are easy to learn. The skill lies in keeping your companion alive and choosing the right pet for the job — Tank pet alone, DPS pet in a group.
03Choosing Your Race
Six races can be Beastmasters at Early Access. Your class adds +4 STR, +2 AGI and +2 WIS to your race’s base stats, and you get 10 bonus points to spend at creation. Starting values before bonus points:
| Race | STR | STA | DEX | AGI | Starts in | Why pick it |
|---|---|---|---|---|---|---|
| Ogre | 24 | 19 | 15 | 16 | Night Harbor, Underdocks | Highest STR and STA, and Ogre Smash stuns nearby enemies. Ogres are Kill-on-Sight in Evershade Weald, so skip the Faelindral quest. |
| Human | 20 | 17 | 16 | 18 | Night Harbor, Underdocks | Solid all-round stats and Tenacity against mezzes. No night-vision trait, but you’ll get Sight of the Beast at 32. |
| Halfling | 19 | 17 | 16 | 19 | Faelindral, Night Harbor | Good STR and STA with Sneak and Forage. Highest WIS. Budget extra food. |
| Goblin | 19 | 15 | 19 | 21 | Underdocks | Quick and agile; Bribe can talk you out of trouble. Low STA. |
| Wood Elf | 18 | 14 | 18 | 22 | Faelindral, Night Harbor | Highest AGI and a home in Faelindral next to the Beastmaster quest. Hide and Forage. Fragile. |
| Deep Gnome | 18 | 15 | 18 | 20 | Underdocks | Good DEX and AGI with Ultravision. Kill-on-Sight to everyone in Ail'Vorith. |
Spending your 10 bonus points
Since the rework you are a melee fighter first. Strength drives your hits, Stamina keeps you alive when a mob turns on you, and Dexterity and Agility help your melee and defense.
- Recommended for most players: about +5 STR / +5 STA.
- Ogres already have the most STR and STA — put a few points in DEX or AGI instead.
- Wood Elves and Goblins start low on Stamina; lean STA harder (+6 or +7).
- The class still adds Wisdom, but the rework moved you away from spells, and the developers haven’t said how Wisdom affects your bond mana. Don’t spend bonus points on it.
Troll is listed as a Beastmaster race on the official site but isn’t playable at Early Access.
04Recommended Traits
You pick one trait from each of four categories at creation (see the New Player Guide for the full lists). For a Beastmaster:
| Category | Best pick | Why | Alternatives |
|---|---|---|---|
| Major Combat | Strong | +10 STR passive for every hit you land. The active (+100 STR for 15s) lines up well with Command: Kill for a burst. | Tough (more HP), Agile, Dexterous |
| Minor Combat | Swordsman | Slashing starts 10 higher and rises 25% faster. Claws and the great axes and claymores you’ll chase are all slashing weapons. You start with a Trainee's Scimitar. | Bludgeoner (clubs and hammers), Alterer (most pet heals and Spirit buffs are Alteration), Warrior |
| Major Non-Combat | Infravision | Nights and dungeons are very dark until Sight of the Beast at 32. Deep Gnomes should take Ultravision. | Fast Metabolism (+25% Endurance for melee), Master Artisan |
| Minor Non-Combat | Medicine | First Aid and bandages patch you up without spending the mana your pet heals need. | Forager (for non-Halfling, non-Wood Elf characters), Leatherworker, Chef |
05Getting Started
Your starter quest
Every Beastmaster begins with a class starter quest that teaches the basics and hands out your first gear. For the full step-by-step walkthrough, with every NPC, location and reward, see our Beastmaster Starter Quest Guide. Individual quest pages: Beastmaster Starter Quest (Faelindral) · Beastmaster Starter Quest (Night Harbor).
Abilities are bought from your guild’s trainers. Goblins, Deep Gnomes and anyone else starting in the Underdocks can take the boat to Night Harbor for the guild and its quest.
06Your Toolkit
Beastmaster abilities come in lines: you learn an ability, then buy stronger versions every few levels. Levels shown are when the first version (and each upgrade) becomes available.
| Line | Starts | Progression | What it’s for |
|---|---|---|---|
| Taming & pet control | 1 | Bestial Bond, Call Companion, Command: Kill 9, Command: ProtectRework 24 (formerly Resource Guarding) | Bond a beast, call it to you, and order a devastating attack or have it soak 50% of your damage. Commands share a cooldown. |
| Revive pet | 1 | Revive Companion (20%) → II 21 (40%) → III 41 | Bring your companion back to life after it dies. |
| Pet healsRework | 4 | Sooth Companion → Remedy 8 → Patch 12 → Mend 20 → Heal 28 → Restore 40 → Rejuvenate 52 | Heals over 12 seconds. More mana, more healing, less spamming. No longer require targeting your pet. |
| Offensive Spirit | 8 | Savage Spirit → Feral Spirit 24 → Ferocious Spirit 40 → Untamed Spirit 56 | Pet attack speed, Agility and a chance to Rip (bleed). One Spirit at a time. |
| Defensive SpiritRework | 4 | Guardian Spirit | Pet takes 10% less physical damage and generates more threat. Use with a Tank pet. |
| Pet utilityRework | 12 | Invigorate Companion 12, Shrink Companion 16, Cleanse Companion 18 / 54 | Reset your pet’s abilities and your Commands; shrink it for doorways; remove Disease and Poison. |
| Might attacksRework | 1 | Enraging Strike (every 10 levels, I–VI) · Savage Strike 5 (I–VI) · Howl of Dominance 26 | Enraging Strike buffs STR, DEX and AGI for you and your pet. Savage Strike hits harder on bleeding targets. Shared Might cooldown. |
| Martial attacksRework | 7 | Chop 7 (2H) · Maul 10 (per weapon) · Mangle 23 (2H) | Chop sets up pet critical hits; Maul lowers enemy damage and suits claws; Mangle halves incoming healing. Shared Martial cooldown. |
| MovementRework | 6 | Pounce 6, Hunter's Chase 48 (formerly Speed of the Predator) | Pounce leaps to a target and speeds your pet up so it keeps pace. |
| Group aurasRework | 2 | Predatory Instinct 2 (formerly Pack of the Predator) · Prowler's Instinct 20 | Group Offense and Agility; or group run speed plus sneak, and it works indoors. Both last until canceled. |
| Beast control | 1 | Fear Beast 1 · Lull Minor Beast 4 (to level 22) → Lull Lesser Beast 20 (38) → Lull Beasts 36 (52) → Lull Greater Beasts 50 | Beasts only. Fear sends one running; Lull shrinks its aggro radius for 2 minutes. Shared with Druids. |
| Self-careRework | 3 | Kick 3, Lick Wounds 5 | Kick interrupts casters. Lick Wounds is a channeled self-heal paid for in mana — best out of combat. |
| KinshipRework | 30 | Kinship: Bat | Briefly calls a bat to blind your target without affecting your main pet. Kinship: Rat (a stealthy scout) is planned. |
| Senses & utilityRework | 12 | Bestial Glimpse 12, Beast Speech 20, Aquatic Affinity 28, Sight of the Beast 32, Sight of the Predator 44, Call of the Faithful 50 | See through a beast’s eyes; Infravision and Ultravision equivalents; swap pets from afar at 50. |
| Beast resurrection | 16 | Preservation 16 → Deextinction 28 → Species Revivalism 40 | Returns a beast corpse to life — the mount resurrection line, shared with Druids. |
07Abilities to Prioritize, Levels 1–28
You won’t be able to afford every ability as soon as it unlocks. This is the order that matters most for a new Beastmaster:
| Level | Key abilities | Notes |
|---|---|---|
| 1 | Bestial Bond, Call Companion, Revive Companion, Enraging Strike, Fear Beast | Bond a pet immediately. Enraging Strike on cooldown buffs both of you. |
| 2–4 | Predatory Instinct, Kick, Guardian Spirit, Sooth Companion, Lull Minor Beast | Keep Predatory Instinct on. Guardian Spirit lets a Tank pet hold your fights. |
| 5–7 | Savage Strike, Lick Wounds, Pounce, Chop | Chop needs a two-hander and opens your target to pet critical hits. |
| 8–10 | Savage Spirit, Remedy Companion, Command: Kill, Enraging Strike II, Maul | Savage Spirit for DPS pets. Maul is your claw attack. |
| 12–16 | Patch Companion, Invigorate Companion, Bestial Glimpse, Savage Strike II, Shrink Companion, Preservation | Invigorate resets Command: Kill for a second burst. |
| 17–21 | Chop II, Cleanse Companion, Maul II, Enraging Strike III, Mend Companion, Prowler's Instinct, Lull Lesser Beast, Revive Companion II | Prowler's Instinct lets your group sneak past fights, indoors too. |
| 23–26 | Mangle, Command: Protect, Feral Spirit, Savage Strike III, Howl of Dominance | Command: Protect is your panic button. Mangle for mobs that heal. |
| 27–28 | Chop III, Heal Companion, Aquatic Affinity, Deextinction | Bigger pet heals. Aquatic Affinity for underwater hunting. |
Past level 28, the pattern continues: upgrade your Spirit buff, pet heals and Revive first, then your melee attacks. Sight of the Beast at 32 removes the need for a light source.
08Playing in a Group
In a group you’re melee damage with a second damage dealer attached, plus a group-wide buff.
Before the pull
- Bring a DPS pet (Jackal, Snake, Wasp or Wolf) and buff it with your offensive Spirit. Leave Guardian Spirit off — it raises your pet’s threat, and you don’t want it pulling aggro from the tank.
- Turn on Predatory Instinct for the group’s Offense and Agility. Switch to Prowler's Instinct when the group wants to sneak through.
- Shrink your pet if the dungeon has tight halls and doorways.
- Tell the group what you bring: beast lulls and fear for splitting pulls, Mangle for mobs that heal, Kick for casters.
During the fight
- Let the tank establish aggroSend your pet in a few seconds after the tank, not before. A pet that pulls aggro gets itself and the healer in trouble.
- Open with Chop or Enraging StrikeChop makes your pet land critical hits for five seconds; Enraging Strike buffs you both. Then fire Command: Kill.
- Work the cooldownsAlternate your Might and Martial attacks — each group shares a cooldown. Savage Strike hits harder once your pet’s Rip or a Rogue or Archer has the target bleeding.
- Control and debuffKick casters, Mangle anything that heals, and use Howl of Dominance or Maul on hard hitters.
- Keep the pet aliveYour pet heals take 12 seconds to land in full, so start one early. If it dies mid-fight, finish the fight first and revive afterward.
09Soloing
Beastmasters are among the more comfortable soloers. The developers’ goal is that a Tank pet with Guardian Spirit can tank solo and small-group encounters.
- Tank pet plus Guardian Spirit: a Bear, Beetle or Crocodile takes the hits while you deal damage from behind the mob.
- Pull singles: Lull a beast to shrink its aggro radius before you engage, and Fear Beast to send an add away.
- Pre-heal your pet: heals land over 12 seconds, so start one when it drops to about two-thirds, not when it’s nearly dead.
- Command: Protect transfers half your damage to your pet when you pull aggro. It cancels if your pet falls below 25% health.
- Recover between fights with Lick Wounds, bandages and a campfire for faster regeneration and the Rested bonus.
- Try pet families: each family has its own utility ability (Spiders can web targets in place).
10Leveling Path
A suggested route for a Beastmaster. You can solo much of it with a Tank pet, then switch to a DPS pet when you find a group.
| Levels | Where | Why it’s good for Beastmasters |
|---|---|---|
| 1–5 | Night Harbor newbie yards / Evershade Weald outskirts | Do your starter quest. The yards have rats, bats, snakes, spiders and beetles; Evershade adds wasps. |
| 1–4 | Underdocks newbie yard | For Underdocks starters: rats, deep beetles and more. Head to Night Harbor for the guild quest. |
| 3–11 | Tomb of the Last Wyrmsbane | The best early group dungeon. Skeletons in tight halls — shrink your pet and group up. |
| 4–9 | Evershade Weald scout paths | Wolves and Fellstone orc scouts; good solo hunting with a Tank pet. (Not for Ogres — Kill-on-Sight.) |
| 4–6 | Shaded Dunes shoreline | Non-hostile crocodile hatchlings for safe solo experience. |
| 8–14 | Infested Crypt | Spider swarms; easy solo pulls near the door, deeper halls around 10–14. |
| 8–15 | Ail'Vorith caves | Beetles and cave snakes in the outer caves; cultists deeper in. Deep Gnomes are Kill-on-Sight here. |
| 10–15 | Tel Ekir | Ashira camps. Animist Wafi drops the Claws of Bonding and the Chain Splitting Axe. |
| 18–27 | Fallen Pass, Keeper's Bight | Dense camps and strong two-handers, including the Stablemaster's Claymore and Boulderbreaker Scythe. |
See Where to Level in the New Player Guide for more spots, and each zone page for maps and named mobs.
11Gear to Look For
Wear leather and stack Strength and Stamina, then Dexterity and Agility, with AC and hit points to survive the fights where your pet drops. Pick a weapon style: two-handers unlock Chop and Mangle, while claws (one in each hand) get the most from Maul, which hits once per equipped weapon.
Early gear (roughly levels 1–16)
| Item | Slot | Stats | Where |
|---|---|---|---|
| Claws of Bonding | Primary (claw) | STR +5, DEX +5, AGI +2, DMG 10/32 | Animist Wafi, Tel Ekir |
| Gilded Claw of the Gladiator | Primary (claw) | STR +7, STA +6, HP +15, DMG 11/30 | Jorvan Ironfist, Night Harbor |
| Maleq's Toothpick | Two-hander | AC 10, STR +5, STA +2, HP +10, DMG 15/40 | Maleq, Shaded Dunes |
| Emeraldscale Great Axe | Two-hander | STR +4, STA +2, DMG 9/37 | Kyros Emeraldscale, Evershade Weald |
| Chompers' Hide Tunic | Chest | AC 10, STR +3, STA +3, DEX +3 | Cheikho's quest, Shaded Dunes |
| Colorful Leather Vest | Chest | AC 18, STA +3, DEX +3, AGI +1, CHA +1, HP +10 | An ashira alchemist, Tel Ekir |
| Dappled Hide Yoke | Shoulders | AC 20, STR +4, HP +25 | Aide Aida, Night Harbor |
| Faceguard of the Gladiator | Face | AC 7, STR +4, STA +3, AGI +3, HP +10 | Jorvan Ironfist, Night Harbor |
| Earthened Gloves | Hands | AC 10, STR +1, STA +2, DEX +2, AGI +2 | Herbalist Qirfa, Tel Ekir |
| Moorcalf Hide Boots | Feet | AC 9, STR +3, DEX +3 | Mila Dastan, Night Harbor |
| Bibic's Hunt Wraps | Wrist | AC 10, STR +4, STA +1, DEX +2 | Best Appraiser Bibic, Sungreet Strand |
| Delicate Ashira Pack Ring | Ring | AC 7, STR +4, DEX +5, AGI +2, HP +15 | The Yowling quest, Night Harbor |
Upgrades for later
| Item | Slot | Stats | Where |
|---|---|---|---|
| Stablemaster's Claymore | Two-hander | STR +15, STA +2, AGI +6, HP +15, DMG 16/37 | Stablemaster Tomaz, Fallen Pass |
| Boulderbreaker Scythe | Two-hander | STR +14, STA +2, DEX +6, DMG 15/37 | Brukk Goldgut, Keeper's Bight |
| The Final Word | Two-hander | STR +7, STA +3, DEX +3, AGI +2, HP +10, DMG 22/50 | Servarator Vakraar, Vale of Zintar |
| Bane of the Twin Drakes | Primary (1H) | STR +10, STA +10, DEX +10, HP +50, DMG 13/24 | High Master Farwyn Nyxx, Fallen Pass |
| Vest of the Glass Viper | Chest | AC 33, STR +6, STA +6, DEX +4 | Malik the Glass Viper, Glass Flats |
| Stalker's Leather Britches | Legs | AC 31, STR +8, STA +5, HP +5, Mana +5 | Master Tracker Lark, Glass Flats |
| Corrupted Scout Gloves | Hands | AC 23, STR +7, STA +9 | Yurl Rootrender, Scarwood |
| Trail Boots | Feet | AC 22, STR +6, STA +2, DEX +6 | Quartermaster Girault, Glass Flats |
| Band of Cinder | Ring | AC 5, STR +7, DEX +8, AGI +4, HP +10 | Guillome the Accursed, Glass Flats |
| Tharnix's Root-Bound Girdle | Waist | AC 7, STR +6, STA +10 | Grovewarden Tharnix, Glinting Hollow |
Stats from our item database. Item levels aren’t published, so “early” is based on where they drop. Don’t forget your starter-quest rewards: the Keeper claws and Shroud from Faelindral, or the Initiate's Cord and Adept's Tunic from Night Harbor.
12Your Pet
Your companion is half your damage and, when soloing, your tank. It is tamed, not summoned, so it stays with you, grows with you, and needs looking after.
| Role | Families | What it does |
|---|---|---|
| DPS | Jackal, Snake, Wasp, Wolf | Increased damage. The group choice, and for fast solo kills on easy mobs. |
| Tank | Bear, Beetle, Crocodile | Increased AC and health. Pair with Guardian Spirit to tank solo and small-group fights. |
| Balanced | Bat, Rat, Spider | Slightly more damage and slightly more health. A good all-rounder. |
- Taming: use Bestial Bond on a beast to bond it to your side. Consider it first — bonding is a taming mechanic, not a summon.
- Leveling and feeding: pets gain experience and level up, and each is fed on a specific diet. The rework lowered the experience pets need, so raising more than one is practical.
- Swapping: stow and swap pets at a Kennel Master. From level 50, Call of the Faithful summons a stowed pet to replace your current one from anywhere.
- Family abilities: each pet family has its own utility ability — for example, Spiders can root opponents with a web. Try a few families to find what suits you.
- One Spirit at a time: pick Savage Spirit (and its upgrades) for damage or Guardian Spirit for tanking.
- Mana is the bond: since the rework, your mana is mainly spent on abilities that interact with your pet — heals, revives and Spirits. Save it for them.
- Rare beasts: the developers plan to make sharks and more mythical beasts quest unlocks during Early Access.
13Common Beastmaster Mistakes
- Healing the pet too late. Heals land over 12 seconds — start early.
- Running Guardian Spirit in a group. It adds pet threat; use your offensive Spirit when there’s a tank.
- Sending the pet before the tank. Let the tank grab aggro first.
- Fighting on after the pet dies. Back off, revive and recover.
- Using the wrong weapon for your attacks. Chop and Mangle need a two-hander; Maul wants a pair of claws.
- Ignoring pet families. A Tank pet solo and a DPS pet in groups is a big difference.
- Spending mana on Lick Wounds mid-fight. It’s a channeled self-heal best used out of combat — keep mana for your pet.
14Beastmaster FAQ
Is the Beastmaster good for new players?
Yes. The pet absorbs mistakes, soloing works from level 1, and the melee attacks are simple. The main thing to learn is keeping your companion alive.
What’s the most important Beastmaster stat?
Strength for damage and Stamina for survival, then Dexterity and Agility. The rework turned the Beastmaster into a melee fighter without spells.
Do Beastmasters still cast spells?
No. The 0.26 rework removed the spellbook and the Shaman-shared spells. You keep mana, but it now represents your bond and is used mostly for pet abilities.
What happened to swarm pets?
They were removed. You adventure with one companion, and Kinship abilities (such as Kinship: Bat at 30) briefly call on other animals.
Which pet should I use?
A Tank pet (Bear, Beetle, Crocodile) with Guardian Spirit when soloing, and a DPS pet (Jackal, Snake, Wasp, Wolf) with Savage Spirit in groups. Balanced pets (Bat, Rat, Spider) sit between.
What’s the best race for a Beastmaster?
Ogre for the highest Strength and Stamina (but avoid Evershade Weald), Human for a balanced start, or Halfling and Wood Elf for a Faelindral start next to the Beastmaster quest.