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Monsters and Memories Cleric Guide

Class Guide · Updated for patch 0.30 (Early Access) · September 2026

How to build, level and play a Cleric in Monsters and Memories — race and trait picks, the full healing toolkit, group and solo tactics, a leveling path and gear to chase.

01The Cleric at a Glance

The Cleric is the premier healer of Monsters and Memories — a plate-armored priest whose power flows through prayer. You keep your group alive with direct heals, delayed heals and damage shields, bring fallen friends back with Redemption, and carry a special authority over the undead that makes you the first name on the list for crypts and tombs.

The developers describe Clerics as “a versatile, faith-powered support class built to keep their group alive, while still bringing holy damage and utility to the table.” You won’t lead the damage meter. You’ll be the reason there’s still a group left to read it.

RoleHealer & support
ArmorPlateShield and blunt weapons
Key statsWIS & STAWIS for heals and mana
SoloHardMuch easier against undead
Group demandVery high
DifficultyModerateEasy to learn, deep to master

Strengths

The strongest dedicated healing in the game · resurrection that returns lost experience · heavy armor and a shield, so a stray hit won't fold you · damage shields, health buffs and a 15-second damage immunity · holy damage that hits undead especially hard · Gate, Soulbind and cures for the whole group.

Weaknesses

Low damage outside of undead · slow soloing on most targets · everything you do costs mana, and an overtaxed Cleric runs dry fast · heavy healing draws aggro · less mobile than light-armored classes · the group often waits on your mana bar.

Updated for patch 0.30 (Early Access build)
The Cleric deep dive went live with Beta Update 0.27 and carries into the 0.30.0.0 Early Access build. The biggest changes: Clerics now have their own unique heal lines instead of sharing generic spells with other classes; plate armor reduces more incoming damage; Prayer of the Faithful became your signature self-buff (it absorbed Supplication and grants the Block skill); several spells were renamed (Impart Blessing is now Promise of Mending, Resuscitation is Redemption, Repel the Dead is Smite the Dead, Shock is Rebuke, Placate is Pacify, Root is Shackle); and Oath of Protection, Oath of Freedom, Snare the Dead and Cure Blindness were removed. Clerics also start with a new trait, Blessed, which means you "may occasionally receive divine help on their adventures." Spells marked 0.30 are new or renamed.

02Is the Cleric Right for You?

You’ll love it if…

You get satisfaction from nobody dying; you like watching health bars and making quick triage calls; you want a class every group is happy to see; you enjoy being sturdy enough to stand near the fight; you like clearing undead dungeons; you like the idea of playing a devoted priest.

You might not if…

You want to deal the damage yourself; you mostly play alone; you get stressed when a fight depends on you; you dislike sitting to regain mana between pulls; you’d rather not be blamed when the tank dies (it happens to every healer).

For a new player, the Cleric is one of the kinder ways to learn a classic MMO: your core job is clear (keep the tank alive), plate armor forgives a few positioning mistakes, and groups will teach you the rest because they want you there. The hard part comes later, in managing mana on long fights and big pulls. Read the healing and mana section before your first dungeon.

03Choosing Your Race

Five races can be Clerics at Early Access. Your class adds +2 STR, +2 STA, +3 WIS and +1 CHA to your race's base stats, and you get 10 bonus points to spend at creation. Starting values before bonus points:

Race STR STA WIS Starts in Why pick it
Human 18 19 19 Night Harbor, Underdocks The easiest start in Night Harbor, where the Cleric starter quest is. Tenacity protects you from being mesmerized — a healer who can't be put to sleep is a healer who keeps healing.
Halfling 17 19 23 Faelindral, Night Harbor The highest Wisdom by a wide margin: bigger heals and a deeper mana pool. Sneak and Forage are handy extras. Budget for food.
Dwarf 19 19 19 Night Harbor The sturdiest option, with good STR for melee. Stone Form is an excellent panic button and fits a front-line priest.
Gnome 16 17 18 Night Harbor, Underdocks Lower Stamina, but Slippery breaks roots and snares so you can get away when a pull goes wrong.
Deep Elf 16 17 20 Underdocks, Ail’Vorith Good Wisdom and Ultravision for dark dungeons. Evil-aligned, so surface guards are less friendly.

Spending your 10 bonus points

Wisdom is the Cleric's main attribute: it drives how much your heals restore and how much mana you have. Stamina comes second — extra health and a little stun resistance, which matters when you're the person mobs turn on after a big heal. A point of Dexterity helps hit rate and proc chances if you have anything left.

  • Most races:+8 WIS / +2 STA. This is the standard build for Humans, Dwarves and Gnomes.
  • Halflings already start at 23 WIS, so they can afford a more even split — for example +4 WIS / +4 STA / +2 DEX.
  • Don't spend points on STR for melee. Your hammer procs and Holy Strike are a bonus, not your job.

Deep Dwarf, High Elf and Var'nai are listed as Cleric races on the official site but aren'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). Clerics also receive the class trait Blessed automatically. For your picks:

Category Best pick Why Alternatives
Major Combat Wise +10 WIS passive — more healing and more mana, every fight. The active (+10% WIS for 12s) is a small boost before a big heal. Tough (+10 STA if you often off-tank), Magic Resistant (resist enemy mezzes, stuns and roots that stop your heals)
Minor Combat Alterer Your heals, Promise of Mending, cures, Redemption, Shackle and Pacify are all Alteration. +10 skill and faster skill-ups mean fewer fizzles on the spells that matter most. Channeler (fewer interrupted heals when you get hit), Abjurer (Blessed Barrier, health buffs, Divine Aegis), Shieldman (Block and a free buckler)
Major Non-Combat Infravision / Ultravision Nights and dungeons are extremely dark, and you need to see where your tank is standing. Deep Elves should take Ultravision. Readiness — a cantrip slot from level 1, so a heal survives your death
Minor Non-Combat Bookworm A free extra spellbook. Your spellbook stays on your corpse when you die, and a spare book with Gate and Redemption makes recovery far less painful. Medicine (bandages and First Aid between pulls), Chef or Brewmaster (food and drink for long camps), any gathering trait for money
Humans can’t take night vision
If you're a Human, take Readiness instead and carry a light source. Put a heal in your cantrip slot so you respawn able to keep yourself alive on the run back.

05Getting Started

Your starter quest

Every Cleric 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 Cleric Starter Quest Guide. Individual quest pages: Cleric Starter Quest (Night Harbor).

Where to buy spells

  • Night Harbor: ask Thibald Burlond, Millicent Domaire or any guard for the Cleric trainer and spell vendor.
  • Underdocks and Ail’Vorith starts: ask a guard for the Cleric trainer, and check our Underdocks and Ail’Vorith pages.
  • No reagents to worry about early. Your level 1–8 spells don’t need components, so all your money can go into spells.
Buy these first
Budget is tight at level 1. In order: Minor Heal, Holy Strike, Lesser Resilience for your group, then Rebuke. At level 4, buy Lesser Heal, Blessed Barrier, Prayer of the Faithful I and Summon Hammer of the Righteous before anything else; Gate and Soulbind can wait until you can afford them.

06Your Toolkit

Cleric spells come in lines: you learn a spell, 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
Direct heal 1 Minor Heal → Lesser Heal 4 → Heal 8 → Greater Heal 16 → Superior Heal 24 → Exceptional Heal 32 → Sublime 40 → Supreme 48 → Divine 56 Your bread and butter. Now a Cleric-only line with a moderate cast time.
Delayed heal0.30 8 Promise of Mending I → II 16 → III 24 → Promise of Renewal 32 → II 40 → III 48 → IV 56 Lands a larger heal 6 seconds after you cast it. Pre-cast it on the tank before damage arrives. Formerly Impart Blessing.
Damage shield 4 Blessed Barrier (25) → II 12 (60) → III 20 (187) → IV 28 (367) → Divine Barrier 44+ Absorbs damage for 15 seconds. Cheap insurance on the tank at the start of a pull.
Cone heal 12 Healing Light → II 20 → III 28 → Healing Radiance 36 → II 44 → III 52 → IV 60 Heals everyone in a frontal cone. Now has a cast time — face your group before you cast.
Group heal 20 Circle of Healing → II 28 → III 36 → Circle of Restoration 44 → II 52 → III 60 Heals your whole party. A strong emergency button on a cooldown.
Health buffs 1 Lesser Resilience → Resilience 8 → Greater Resilience 20 → Lesser Resolution 32 → Resolution 44 → Greater Resolution 56; party Hymn versions from 24 Raises maximum health for an hour. Shown as Holy Fortitude and Hymn of Fortitude in the official deep dive. Blessing of Devotion (from 24) also heals the target when it fades at low health.
Self buff0.30 4 Prayer of the Faithful I → II 12 → III 20 → IV 28 → V 36 … VIII 60 Strength, mana regeneration and Block, plus a chance to trigger Fulfillment on melee attacks. Absorbed Supplication in 0.30.
Defensive 20 Divine Aegis, Inhibit Pain Divine Aegis makes you immune to all damage for 15 seconds. Inhibit Pain cuts an ally's damage taken by 40% for 8 seconds.
Holy damage0.30 1 Rebuke → II 4 → III 8 → Reckoning 16 → II 24 → III 32 → Retribution 40+ Your standard holy nuke. Formerly the Shock line.
Undead damage0.30 4 Smite the Dead I → II 12 → III 20 → Scourge the Dead 28 → II 36 → III 44 → Devastate the Dead 52 Much larger holy damage, undead only. Formerly Repel the Dead.
Melee 1 Holy Strike; Summon Hammer of the Righteous 4 → Pious 16 → Virtuous 28 → Divine 40 → Heavens 52 Holy Strike adds weapon damage plus holy damage. Summoned hammers can proc Sanctified Hammer on hits.
Resurrection0.30 8 Lesser Redemption (15% XP) → Redemption 16 (25%) → Greater Redemption 24 (35%) → Lesser Resurrection 36 (50%) → Resurrection 48 → Greater 55 Revives a corpse and restores lost experience. Formerly Resuscitation.
Cures 4 Cure Disease, Cure Poison, Dispel Magic 8, Cleanse 24–28, Rite of Purification 24 Remove poisons, diseases and harmful magic. Rite of Purification cures the whole party.
Control0.30 8 Shackle 8, Fear the Dead 8, Stun 12, Lesser Pacify 12, Blind 16, Atonement 32 Shackle (formerly Root) holds a target 30s; Pacify (formerly Placate) shrinks aggro radius; Fear the Dead sends undead fleeing.
Utility 1–12 Polar Alignment: North, Gate 4, Soulbind 4, Invisibility versus Undead 8, Sense Magic 8, resist buffs 8+, Summon Food 8, Summon Drink 12 Travel, binding your group, sneaking past undead and feeding yourself on long camps.
About spell names and levels
Spell levels come from community data compiled before the 0.30 rework. The rework renamed and merged several Cleric spells (marked 0.30), and the developers didn't publish new level numbers, so a few levels may have shifted. If your spell vendor disagrees with this table, trust the vendor — and tell us.

07Spells to Prioritize, Levels 1–28

You won't be able to afford every spell as soon as it unlocks. This is the order that matters most for a new Cleric:

Level Key spells Notes
1 Minor Heal, Holy Strike, Rebuke, Lesser Resilience, Polar Alignment: North Minor Heal first. Holy Strike and Rebuke are how you kill things solo.
4 Lesser Heal, Blessed Barrier, Prayer of the Faithful I, Summon Hammer of the Righteous, Smite the Dead I, Gate, Soulbind, Cure Disease, Cure Poison, Rebuke II Keep Prayer of the Faithful up at all times. Smite the Dead makes skeletons easy.
8 Heal, Promise of Mending I, Resilience, Lesser Redemption, Dispel Magic, Shackle, Fear the Dead, Invisibility versus Undead, Summon Food, Rebuke III The big step up. Heal and Promise of Mending carry you to 16.
12 Healing Light, Blessed Barrier II, Prayer of the Faithful II, Smite the Dead II, Stun, Lesser Pacify, Summon Drink, Disease Protection Your first multi-target heal. Stun interrupts enemy casters.
16 Greater Heal, Promise of Mending II, Redemption, Reckoning, Summon Hammer of the Pious, Blind Greater Heal nearly triples Heal. Redemption makes deaths much cheaper for your group.
20 Circle of Healing, Divine Aegis, Inhibit Pain, Greater Resilience, Blessed Barrier III, Healing Light II, Prayer of the Faithful III, Smite the Dead III Your emergency tools arrive: a party heal and 15 seconds of immunity.
24 Superior Heal, Promise of Mending III, Hymn of Greater Resilience, Lesser Blessing of Devotion, Rite of Purification, Greater Redemption, Pacify, Reckoning II Hymn buffs the whole party in one cast.
28 Blessed Barrier IV, Circle of Healing II, Healing Light III, Prayer of the Faithful IV, Scourge the Dead, Summon Hammer of the Virtuous Upgrade every heal line before damage.

Past level 28, the pattern continues: upgrade your direct heal, Promise and group heal lines first, then Blessed Barrier and health buffs, then resurrection, then damage.

08Playing in a Group

This is your home. A calm Cleric makes an average group feel safe, and a group with a Cleric can take pulls it would otherwise avoid.

Before the pull

  • Buff everyone with your Resilience line (or the Hymn version once you have it), keep Prayer of the Faithful on yourself, and summon a hammer if you'll be meleeing.
  • Put Blessed Barrier on the tank just before the pull, and pre-cast Promise of Mending so it lands as the first hits come in.
  • Soulbind the group near the camp, and agree on who gets resurrected first if things go wrong (usually you, if someone else can revive; otherwise the tank).
  • Tell the group your mana. "Med break" or "OOM" in group chat saves more lives than any spell.

During the fight

  1. Let the tank build aggroDon't heal the first small hits. Heals generate threat, and a heal in the first few seconds pulls the mob onto you before the tank has a hold on it.
  2. Heal efficientlyUse Promise of Mending and your direct heal on the tank, timed so they land before a big hit rather than after. Save Healing Light for when several people are hurt and standing in front of you.
  3. Watch everyone, not just the tankAdds, area attacks and poisons hit the rest of the group. Cure poisons and diseases early — they do a lot of damage over a long fight.
  4. Use your emergency buttonsIf the tank is about to drop, Inhibit Pain cuts their damage taken and Circle of Healing picks up the whole party. If mobs turn on you, Divine Aegis makes you immune for 15 seconds while you keep healing.
  5. Chip in when it's safeOn undead, Smite the Dead is worth the mana. Otherwise, melee with your hammer only when everyone is healthy and your mana is high.
Mana is the group’s clock
The #1 cause of Cleric wipes isn't a missed heal — it's starting a pull at half mana. Ask the puller to wait until you're ready, and say so every time. A good group will learn to check your mana before pulling.

09Soloing as a Cleric

Clerics are one of the slower classes to solo, but your armor and heals mean you rarely die doing it. The trick is picking the right targets.

  • Hunt undead. Skeletons, ghosts and zombies are where you shine. Smite the Dead does far more damage than Rebuke, Fear the Dead sends them running, and Invisibility versus Undead lets you skip the ones you don't want.
  • Melee plus Holy Strike: on everything else, summon your hammer, keep Prayer of the Faithful up, and fight in melee with Holy Strike. Heal yourself only when you need to.
  • Shackle and Stun buy time: Shackle a second mob in place and walk away from it, or Stun an enemy caster mid-cast.
  • Pacify shrinks a mob's aggro radius so you can split pulls instead of fighting two at once.
  • Sit to regain mana. Meditation from level 4 helps only while you're sitting. A campfire speeds regeneration and builds Rested experience.
Solo safety plan
Keep Gate memorized, know your escape route, and don't start a fight below half mana. Divine Aegis (from level 20) is your get-out-of-jail button: 15 seconds of immunity to heal up or run.

10Leveling Path

A suggested route for a Cleric. You'll level fastest in groups, and undead dungeons are where your class shines, so favor the tombs and crypts whenever you can find a party.

Levels Where Why it’s good for Clerics
1–5 Night Harbor newbie yards / Necropolis Front Yard Do the starter quest. Rats, bats and beetles — plus skeletons to try out Smite the Dead from level 4. Beware the level 8 Night Terror after dark.
3–11 Tomb of the Last Wyrmsbane The best early group dungeon, and it's full of skeletons. Every group wants a Cleric here. Named ghosts around 8–10 drop the Wyrmsbane armor sets.
2–13 Ail’Vorith Outer Caves (Deep Elves) Easy solo trash including decayed skeletons, just outside the gates.
4–9 Evershade Weald scout paths (Halflings) Wolves and orc scouts near Faelindral. Group up for the named scouts.
8–14 Infested Crypt Easy solo pulls near the door at 8–9; poisons deeper in make your cures valuable.
10–16 Tel Ekir, Shaded Dunes camps Ashira camps. Font Seeress Jumana drops the Shawl of the Font Seeress and Ring of Water.
12–16 Ancient Crypt, Tomb deeper halls Skeletal guards, ghosts, zombies and ghouls — undead all the way down. Watch for pit traps in the Ancient Crypt.
18–27 Fallen Pass, Keeper’s Bight Dense group camps with plenty of Wisdom plate and chain drops.

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 the heaviest armor you can find and stack Wisdom first, then Stamina and mana. AC matters more for you than for other healers, because 0.30 made plate reduce more incoming damage and you'll often be the second target after the tank. Carry a shield in your off hand — Prayer of the Faithful gives you the Block skill, and blocking reduces the damage you take. A Wisdom off-hand item like the Ward of Wisdom is a good early alternative.

Early gear (roughly levels 1–16)

Item Slot Stats Where
Ward of Wisdom Secondary AC 10, STR +2, STA +2, WIS +6, HP +10, Mana +10 Aide Aida, Night Harbor
Interrogator’s Hood Head AC 11, WIS +6 Darius Brask, Night Harbor
Ironhide Bracer Wrist AC 14, WIS +4, Mana +30 A pale lieutenant, Night Harbor
Echo Stone Jewelry INT +5, WIS +5, Mana +25 Manciple Daphne, Night Harbor
Duneshaper Gauntlets Hands AC 29, STA +5, DEX +5, WIS +5 Maleq, Shaded Dunes
Maul of the Wise Primary WIS +8, Mana +20, DMG 11/37 Najm the Mirage, Tel Ekir
Shawl of the Font Seeress Shoulders AC 11, STA +1, WIS +6, Mana +5 Font Seeress Jumana, Tel Ekir
Ring of Water Ring INT +3, WIS +5, CHA +1, HP +5 Font Seeress Jumana, Tel Ekir
Chitonstep Sabatons Feet AC 22, STA +2, WIS +6 Animist Wafi, Tel Ekir
Alchemist’s Mail Hood Head AC 15, STA +1, WIS +6 An ashira alchemist, Tel Ekir
Orb of the Waning Waters Primary STA +7, INT +7, WIS +7, HP +35, Mana +35 Guardian of the Life Font, Tel Ekir
Vindicator Breastplate Chest AC 57, WIS +10 Balindor Silvertrowel, Sungreet Strand

Upgrades for later

Item Slot Stats Where
Prayer Beads of the Leper Saint Neck INT +8, WIS +8, Mana +35 Namon Ka Har, Fallen Pass
Stillbrook Coif Head AC 24, STA +5, WIS +8 Edric Torvald, Fallen Pass
Chainfall Gauntlets Hands AC 30, STA +7, WIS +6 Fallen Pass
Zirat’s Blackwire Cuff Wrist AC 26, STA +4, WIS +7, Mana +10 Blightcaller Zirat, Fallen Pass
Boulderstride Chain Greaves Legs AC 37, STA +6, WIS +7, HP +5 Brukk Goldgut, Keeper’s Bight
Amethystine Serpent Mace Primary STA +4, WIS +10, HP +5, Mana +15, DMG 22/35 High Wyrmseer Valthrun, Glass Flats
Driftwood Crown Head AC 19, STA +4, WIS +10, HP +20, Mana +15 Khal’baar The Growler, Vale of Zintar
Sungreet Warden’s Signet Ring AC 12, STA +18, INT +15, WIS +15, HP +20 Thal’gurok, the Sungreet Warden, Sungreet Strand
Heart of the Bloated Deep Ring AC 6, STA +8, WIS +8, HP +40, Mana +30 Thalassor, Blacktide Bay sea caves
Crown of the Drowned Warlord Head AC 13, STA +20, WIS +18, HP +22, Mana +20 Yaltoth, the Drowned Warlord, Grimtide Sanctum

Stats from our item database. Item levels aren't published, so "early" is based on where they drop. Browse the database for more Wisdom plate and chain.

12Healing and Mana

  • Sit between pulls. Your Meditation skill (from level 4) only boosts mana regeneration while you're sitting. Resting at a campfire speeds health and mana regeneration and builds the Rested experience bonus.
  • Keep Prayer of the Faithful up. It's your only self-buff that adds mana regeneration, and it lasts through many fights.
  • Use the right heal. Promise of Mending costs less per point healed if you cast it before the damage; direct heals are for catching up. Don't spend a Greater Heal on a scratch.
  • Blessed Barrier first, heals second. Absorbing damage before it lands is often cheaper than healing it afterward.
  • Don't overheal. A heal that lands on a full health bar wasted your mana and still generated aggro.
  • Buff once, not twice. Use Hymn versions of your health buffs once you have them rather than casting the single-target version on everyone.

13Common Cleric Mistakes

  • Healing too early in a fight. Give the tank a few seconds to build aggro before your first heal.
  • Pulling at low mana. Say "wait" and sit. Nobody will thank you for starting a fight you can't finish.
  • Forgetting cures. Poisons and diseases on the tank quietly cost you more mana than the mob's melee.
  • Nuking with Rebuke on normal mobs. It burns mana you'll need for heals. Save your damage for undead.
  • Saving Divine Aegis "for later." If mobs are on you and the group is dying, now is later.
  • Not binding your group. Soulbind everyone near the hunting spot, and resurrect with Redemption to save everyone experience.

14Cleric FAQ

Is the Cleric good for new players?

Yes. The job is clear, plate armor forgives mistakes, and every group wants you, so you'll get plenty of practice. Managing mana on longer fights is the main thing to learn.

What’s the most important Cleric stat?

Wisdom. It drives your healing and your mana pool. Stamina is second for extra health and a bit of stun resistance.

Can a Cleric solo?

Yes, slowly. You rarely die, but you don't kill fast either. Undead are the exception — Smite the Dead and Fear the Dead make skeletons and ghosts your best solo targets.

What’s the best race for a Cleric?

Halfling for the highest Wisdom, or Human for an easy Night Harbor start and protection from mesmerize. Dwarves are the sturdiest option.

What happened to Impart Blessing, Resuscitation and Root?

They were renamed in the Cleric rework: Impart Blessing is now Promise of Mending, Resuscitation is Redemption, and Root is Shackle. Repel the Dead is now Smite the Dead, Shock is Rebuke and Placate is Pacify. Oath of Protection, Oath of Freedom, Snare the Dead and Cure Blindness were removed.

Do Clerics get cantrips?

Yes — Clerics are a true caster class and get their first cantrip slot at level 4. Put a heal there so you can keep yourself alive after a death.

Sources. The official Cleric Deep Dive, Cleric class page, Cleric, Fighter & Monk deep dive announcement; and storiesofmnm.com’s class, quest, zone and item pages. New to the game? Start with the New Player Guide. See also the Cleric class page.
Guide Type
Class Guide
Last Updated Patch
0.30 (Early Access)

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