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Monsters and Memories Spellblade Guide

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

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

01The Spellblade at a Glance

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. Blink behind your target, slash, discharge your infusion as a burst, and teleport out before the mob can answer.

The official class page puts it plainly: the Spellblade "channels arcane force through their weapon rather than directly," and "the fight rewards attention and timing rather than a fixed rotation." If you play it on autopilot it is an average melee class; if you manage your infusions and cooldowns well it hits hard and never stands still.

RoleMelee DPSArcane, electric & telekinetic
ArmorLightMelee weapons
Key statsINT & AGISTR and STA next
SoloGoodMobile, with a ranged puller
Group demandMediumDamage plus a group INT aura
DifficultyMedium-highRewards timing, not a rotation

Strengths

Exceptional mobility — teleport behind a target or away from danger · three damage types to choose from mid-fight · Conduit bursts on demand · area fields that punish packs · Implosion softens a target's block, dodge and parry for your whole group · a threat drop with Seclusion · 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 if used carelessly · mana matters on a melee class · you need to keep track of positioning all the time.

Rebuilt before Early Access
The Spellblade was the subject of the first official class deep dive (May 2026), which rebuilt the class around an infusion and Conduit cycle. The developers said earlier versions "relied too much on RNG/luck to get procs," so the new kit gives you frequent procs and real decisions instead. Unstable Barrier became Kinetic Ward and lost its offensive bonus, the class moved away from elemental magic, off-tanking and generic caster utility, and it gained teleportation (Phase Strike, Seclusion) and damage fields (Implosion, Static Field). The deep dive noted that details could still change during testing; this guide follows the kit as it appears in the Early Access build data. Abilities marked New are new or reworked.

02Is the Spellblade Right for You?

You’ll love it if…

You find pure fighters too slow and pure mages too fragile; you like active, movement-heavy combat; you enjoy choosing the right tool for the moment instead of repeating a rotation; you like teleporting around a fight; you want a melee class that still feels magical.

You might not if…

You want to stand still and auto-attack; you want the toughest possible melee character; you dislike managing mana on a melee class; you get stressed by cooldown timers; you want a healer or tank role.

For a new player, the Spellblade starts simple — one infusion, Infused Slash and Arcane Spear — and adds layers every few levels. By the time Conduit (level 8) and your third infusion (level 10) arrive, you'll have a feel for the basics. It's a good first class for someone who likes to be busy.

03Choosing Your Race

The official site lists six Spellblade races; four are playable at Early Access. Here are each race's base values for the stats that matter most — your class adds its own bonus on top at creation, and you get 10 bonus points to spend.

Race INT AGI STR STA Starts in Why pick it
Gnome 20 16 14 15 Night Harbor, Underdocks The highest INT of any Spellblade race — the stat that scales Kinetic Ward and your aura. Slippery breaks roots and snares, a great fit for a class that lives on mobility.
Deep Elf 19 18 14 15 Underdocks, Ail’Vorith The best combination of INT and AGI, your two primary stats. Ultravision for dark dungeons. Evil-aligned, so surface guards are less friendly.
Human 16 16 16 17 Night Harbor, Underdocks Flat, balanced stats and a Night Harbor start right beside your trainer. Tenacity resists mesmerize and incapacitate effects.
Dwarf 16 15 17 17 Night Harbor The most STR and tied for the most STA — the sturdiest Spellblade. Stone Form is an excellent panic button for a light-armored melee.

Spending your 10 bonus points

Our Spellblade class page lists Intelligence and Agility as primary and Strength and Stamina as secondary. Intelligence powers your Kinetic Ward (the deep dive says it "scales with your Intelligence") and the spell half of your kit; Agility helps you avoid hits in light armor; Strength feeds your weapon damage.

  • Recommended for most players:+5 INT / +5 AGI.
  • Gnomes and Deep Elves already have high INT — lean AGI or STR (+3 INT / +4 AGI / +3 STR).
  • Humans and Dwarves start with less INT — push it harder (+6 INT / +4 AGI).
  • If you die a lot early, a few points of STA are never wasted on a light-armored melee class. Avoid WIS and CHA.

Deep Dwarf and High Elf are listed as Spellblade races on the official site but aren't playable at Early Access. Race base stats are from our New Player Guide.

04Recommended Traits

You pick one trait from each of four categories at creation (see the New Player Guide for the full lists). For a Spellblade:

Category Best pick Why Alternatives
Major Combat Intelligent +10 INT passive — a stronger Kinetic Ward and more for your aura to work with. The active (+100 INT for 12s) is a strong burst before a big Kinetic Ward. Agile (your other primary stat, and a +200 AGI active), Strong (more weapon damage), Tough (more health)
Minor Combat Swordsman +10 Slashing that levels 25% faster, and you start with a Trainee's Scimitar. Infused Slash and Phase Strike scale with your weapon. Evoker (Arcane Spear, Discharge, Implosion and Static Field are Evocation), Alterer (your infusions, Conduit and Seclusion are Alteration), Knife Thrower (a ranged pull)
Major Non-Combat Infravision / Ultravision Nights and dungeons are very dark, and a class that teleports around the fight needs to see where it's landing. Deep Elves take Ultravision; Gnomes and Dwarves take Infravision. Fast Metabolism (+25% Endurance, but you eat faster) — the best option for Humans
Minor Non-Combat Bookworm A free extra spellbook — your ward, spellshield and resist lines take up a lot of space. Blacksmith or Tailor (armor upkeep), Medicine (bandages between pulls), Miner or Forager for money
Humans can’t take night vision
If you're a Human, take Fast Metabolism or a crafting trait and carry a light source. Readiness (the cantrip trait) is only available to pure casters, not Spellblades.

05Getting Started

Your starter quest

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

Where to buy spells and abilities

  • Night Harbor: Spellblade spells and abilities are sold by vendors. Start at the Spellbinders Spire with Njau Hansou and ask a guard for the Spellblade vendor.
  • Gnome and Deep Elf Spellblades starting in the Underdocks or Ail’Vorith: ask a guard for your trainer, and see our Underdocks and Ail’Vorith pages. The starter quest itself is in Night Harbor.
  • Martial abilities like Infused Slash and Phase Strike are bought from the vendor too — check back every few levels for new ranks.
Buy these first
In order: Arcane Infusion, Infused Slash I and Arcane Spear I (level 1), Minor Spellshield (2), Aura of the Arcane (3), Telekinetic Infusion (4) and Kinetic Ward I (5). Then Phase Strike at 7 and Conduit at 8 — Conduit is the heart of the class.

06Your Toolkit

Spellblade abilities come in lines: you learn one, then buy stronger versions every few levels. Levels shown are when the first version (and each upgrade) becomes available. Everything revolves around your active infusion — it changes what your slashes, Conduit, spells and even your parries do.

Line Starts Progression What it's for
InfusionsNew 1 Arcane 1 → Telekinetic 4 → Electric 10 Stance-like weapon buffs. Each gives melee hits a chance of bonus damage and a rarer secondary effect: Arcane Frailty (lowers magic resist), Kinetic Siphon (steals movement speed and AGI) or a brief stun. Each cuts the mana cost of its matching spell.
ConduitNew 8 Conduit Converts your active infusion into a spell: Arcane detonates for magic damage, Electric arcs a stun to a second target, Telekinetic knocks back and immobilizes. Puts that infusion on a long cooldown and the others on a short one.
Infused SlashNew 1 I → II 10 → III 20 → IV 30 → V 40 → VI 50 Your standard attack: weapon damage plus bonus damage from your current infusion. Shares a cooldown with other Might abilities.
Arcane Spear 1 I → II 12 → III 24 → IV 36 → V 52 → VI 56 Ranged magic damage — your puller and opener. 25% cheaper with Arcane Infusion.
Discharge 10 Discharge → II 22 → III 34 → IV 46 → V 54 → VI 58 Short-range electric damage to weave between slashes. Cheaper with Electric Infusion.
Phase StrikeNew 7 Phase Strike Teleports you behind your target, deals weapon damage, triggers your infusion, and removes all stuns and immobilize effects.
SeclusionNew 14 Seclusion Lowers your threat on the target, immobilizes it and teleports you a short distance away. Your escape and threat dump.
Kinetic WardNew 5 I → II 12 → III 24 → IV 40 → V 60 Raises AC and absorbs damage (25 at rank I, 136 at III) for 15s. Scales with INT; cheaper with Telekinetic Infusion. Formerly Unstable Barrier.
Spellshield 2 Minor → Lesser 11 → Spellshield 16 → Greater 24 → Exceptional 32 → Arch 40 Self buff: max health, AC and magic resist for an hour.
ImplosionNew 18 I → II 28 → III 42 → IV 54 Lowers the target's block, dodge and parry for 60s, then implodes for area damage (50 at rank I, 100 at II). Great for every melee in the group.
Static FieldNew 26 I → II 38 → III 52 → IV 59 A field at your feet that deals electric damage to everything inside it every few seconds.
Flurry 25 Flurry I → II 45 A burst of strikes — weapon damage per equipped weapon, each with a chance to trigger your infusion.
DeflectionNew 30 Deflection +30% parry for 15s, and every parry triggers your infusion. A defensive cooldown that still does damage.
MaelstromNew 57 Maelstrom Offensive cooldown: more attack speed and a higher chance to trigger infusions.
Group aura 3 Aura of the Arcane Raises the group's Intelligence (up to +15 at 60) and spell damage dealt by 10%. Stays up until you cancel it.
Resist buffs 6 Magic Protection 6, Electricity Protection 9, Fire Protection 18 → higher ranks 44–53 Small resist buffs for yourself or a target.
Utility 1–51 Dispel Magic 8, Sense Magic 16, Bend Gravity 35, Gate 51, Shoot, Throw Cleansing, detection, a slow-fall, and travel.
About spell names and levels
Spell and ability levels come from community data compiled before the 0.30 Early Access patch. The official deep dive renamed and reworked several abilities (marked New) without publishing a level list, so a few levels or names may have shifted. If your vendor disagrees with this table, trust the vendor — and tell us.

07Abilities to Prioritize, Levels 1–28

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

Level Key spells & abilities Notes
1–3 Arcane Infusion, Infused Slash I, Arcane Spear I, Minor Spellshield (2), Aura of the Arcane (3) Pull with Arcane Spear, finish in melee with Infused Slash. Keep Spellshield and your aura up.
4–7 Telekinetic Infusion, Kinetic Ward I, Magic Protection, Phase Strike (7) Telekinetic makes Kinetic Ward cheaper and slows what you hit. Phase Strike is your gap closer and stun breaker.
8–10 Conduit, Dispel Magic, Electricity Protection, Electric Infusion, Discharge, Infused Slash II Conduit turns your infusion into a burst. With three infusions, you now decide which to spend and which to keep.
11–14 Lesser Spellshield, Arcane Spear II, Kinetic Ward II, Seclusion Seclusion drops your threat and gets you out — it will save your life in groups.
16–20 Spellshield, Sense Magic, Implosion I, Fire Protection, Infused Slash III Implosion on every group kill target makes all your melee hit more often.
22–25 Discharge II, Arcane Spear III, Greater Spellshield, Kinetic Ward III, Flurry I Big damage upgrades. Flurry adds a burst that can trigger your infusion several times.
26–28 Static Field I, Implosion II Static Field punishes packs that stay near you — just not near mezzed mobs.

Past level 28, the pattern continues: upgrade Infused Slash and Kinetic Ward first, then your spell damage lines (Arcane Spear, Discharge), then fields. Deflection arrives at 30 and Maelstrom at 57.

08Playing in a Group

In a group you are damage with a twist: every fight you choose the infusion that helps most, soften the target for everyone, and use your mobility to stay alive without the healer's help.

Before the pull

  • Buff up: Aura of the Arcane for the group (casters love it), Spellshield and Kinetic Ward on yourself.
  • Pick your infusion for the fight. Arcane lowers magic resist for your casters; Electric adds stuns against casters and runners; Telekinetic steals the target's speed and agility and cheapens your ward.
  • Ask the group who is handling crowd control, and which mobs not to touch.

During the fight

  1. Let the tank establish threatGive the tank a few seconds. A light-armored Spellblade with aggro is in trouble.
  2. Phase Strike inTeleport behind the kill target — you'll avoid frontal attacks and trigger your infusion on arrival.
  3. Weave your attacksInfused Slash on cooldown, with Arcane Spear or Discharge between slashes. Match the spell to your infusion to save mana.
  4. Soften the targetPut Implosion on it: lower block, dodge and parry help every melee in the group, and it implodes for extra damage.
  5. Burst with ConduitSpend your infusion when the group needs damage now — or when a runner needs stopping with the Electric stun. Then swap to another infusion while it recovers.
  6. Get out when you pull aggroSeclusion drops your threat, roots the mob and teleports you away. Don't wait for the healer to notice.
The key habit: respect crowd control
Electric Conduit arcs to a second target, Static Field and Implosion damage an area, and the Telekinetic Conduit knocks enemies back. All of them can wake a mesmerized mob or scatter a pull. Know where the mezzed mobs are and hold those tools until they're safe to use.

09Soloing

The Spellblade solos comfortably for a melee class, because it has a ranged pull, a damage shield and ways to escape.

  • Open at range. The deep dive suggests softening enemies with Arcane Spear before they reach you, then finishing in melee.
  • Choose kiting or mitigation. Telekinetic Infusion's Kinetic Siphon slows your target and speeds you up — good for kiting. Or stand and fight behind a fresh Kinetic Ward.
  • Stop runners with the Electric Conduit stun or the Telekinetic Conduit immobilize, so they don't bring friends back.
  • Seclusion is your reset. Immobilize the mob, teleport away, and recast your ward or spellshield before re-engaging with Phase Strike.
  • Phase Strike breaks stuns and roots — save it for when a caster mob locks you down.
  • Sit between pulls once you have Meditation (hybrids get it at level 8) — your spells and wards eat mana.
Solo safety
Light armor means two mobs at once can kill you quickly at low level. Pull one at a time, keep an escape route behind you, and don't burn Seclusion as an opener — it's your only way out of a bad fight.

10Leveling Path

A suggested route for a Spellblade. You can solo more than most melee, but groups level faster and let you use your fields and Implosion to full effect.

Levels Where Why it's good for Spellblades
1–5 Night Harbor North & West Gate yards / Night Harbor Sewers Do the starter quest. Rats, bats, snakes and beetles; the sewers add muggers and wererats.
1–4 Underdocks newbie yard (Gnomes, Deep Elves) Starting grounds for the Deep races. Undercap morsels, deep beetles, shadowbones.
3–11 Tomb of the Last Wyrmsbane The best early group dungeon, and part of your starter quest. Skeletons in groups — practice positioning behind the tank.
4–6 Shaded Dunes West Gate shoreline Non-hostile crocodile hatchlings — safe solo XP while you learn your infusions.
6–11 Ail’Vorith Cultist Warrens (Deep Elves) Caster-heavy camps; Phase Strike breaks any root they throw at you.
8–14 Infested Crypt Spider swarms reward your fields and Conduit bursts later on.
10–15 Tel Ekir Ashira Outskirts Ashira sentries and sandstalkers; Tel Ekir named drop several Spellblade weapons (see gear).
12–16 Tomb of the Last Wyrmsbane deeper halls Ghosts, zombies and ghouls; High Marshal Fionna (~16) waits at the bottom.
18–27 Fallen Pass, Keeper’s Bight Dense camps where Implosion and Static Field shine in a group.

See Where to Level in the New Player Guide for more spots, and each zone page for maps and named mobs. Resting near a campfire builds a 15% Rested experience bonus.

11Gear to Look For

Wear light armor and look for Intelligence and Agility first, then Strength and Stamina, with mana and health as a bonus. Your weapon matters a lot — Infused Slash and Phase Strike scale with weapon damage — so upgrade it whenever you find a better damage-to-delay ratio. Weapons that carry INT and STR are ideal.

Early gear (roughly levels 1–16)

Item Slot Stats Where
Gilded Claw of the Gladiator Primary STR +7, STA +6, HP +15, DMG 11/30 Jorvan Ironfist, Night Harbor
Faceguard of the Gladiator Face AC 7, STR +4, STA +3, AGI +3, HP +10 Jorvan Ironfist, Night Harbor
Hallowed Bone Amulet Neck AC 8, STR +3, STA +5, INT +3, HP +15, Mana +10 A Pale Forman, Night Harbor
Shadowstitch Handwraps Hands AC 9, STR +1, STA +1, INT +5, HP +15, Mana +25 Jailer Benedict, Night Harbor
Heartplate Scout Cap Head AC 13, STR +5, STA +1, DEX +2 Eamon Kassir, Night Harbor
Delicate Ashira Pack Ring Ring AC 7, STR +4, DEX +5, AGI +2, HP +15 The Yowling quest (Mayana), Night Harbor
Chompers' Hide Tunic Chest AC 10, STR +3, STA +3, DEX +3 Chompers' Hide Tunic Quest (Cheikho), Shaded Dunes
Maleq's Toothpick Primary AC 10, STR +5, STA +2, HP +10, DMG 15/40 Maleq, Shaded Dunes
Scratched Armguards Wrist AC 13, STR +3, STA +3, DEX +2 Animist Wafi, Tel Ekir
Nose Bleeder Primary STR +4, DEX +2, INT +2, HP +15, Mana +15, DMG 8/26 General Overlord Bloodynose, Tel Ekir
Claws of Bonding Primary STR +5, DEX +5, AGI +2, DMG 10/32 Animist Wafi, Tel Ekir

Upgrades for later

Item Slot Stats Where
Blued Steel Long Sword Primary STR +5, INT +5, HP +30, Mana +20, DMG 12/30 Elias Messing, Sungreet Strand
Faithpiercer Primary STR +7, STA +1, INT +6, DMG 11/32 High-Sister Sarinius, Shallow Shoals
Blade of the Witchguard Primary AC 6, STR/DEX/INT +10, HP +25, Mana +25, DMG 22/46 Witchguard Primus, Shallow Shoals
Scholar's Shoulderpads Shoulders AC 20, STR +8, STA +5, INT +8, HP +35 Spicy Raziq, Vale of Zintar
Shipbreaker Soft Wraps Hands AC 14, STA +8, INT +6 Hadir the Shipbreaker, Vale of Zintar
Iremgorge's Luminous Core Ring AC 6, STR +6, STA +8, INT +6, HP +20, Mana +20 Iremgorge, the Cave Warden, Caves of Irem
Vest of the Glass Viper Chest AC 33, STR +6, STA +6, DEX +4 Malik the Glass Viper, Glass Flats
Corrupted Scout Gloves Hands AC 23, STR +7, STA +9 Yurl Rootrender, Scarwood
Sungreet Warden's Signet Ring AC 12, STA +18, INT +15, WIS +15, HP +20 Thal'gurok, the Sungreet Warden, Sungreet Strand
Pestilence, Shard of the Blightspire Primary STR/STA/INT +20, HP +50, Mana +50, DMG 39/40 Fallen Pass

Stats from our item database. Item levels aren't published, so "early" is based on where they drop, and some Night Harbor and Tel Ekir named are tougher than the zone around them. Browse the database for more gear your class can use.

12Infusions and Conduit

  • One infusion at a time. Your active infusion decides your proc damage type, the secondary effect, which spell is cheaper, what Infused Slash adds, and what Conduit becomes.
  • Arcane: magic damage procs and Arcane Frailty (lower magic resist). Pick it in groups with casters, and when you're opening with Arcane Spear. Conduit: a big magic detonation.
  • Electric: electric procs and a chance to stun. Pick it against casters and runners. Conduit: an electric arc that stuns the target and jumps to a second one.
  • Telekinetic: physical procs and Kinetic Siphon (slow the target, speed yourself up). Pick it for soloing and kiting; it also makes Kinetic Ward cheaper. Conduit: a knockback and immobilize.
  • Conduit is a decision, not a button. It puts your current infusion on a long cooldown and the others on a short one — so after you Conduit, you'll be fighting with a different infusion for a while. Plan which one you want to be left with.
  • Before a pull, set the infusion you want to finish the fight with, not just start it with. The deep dive notes Spellblades can make important decisions "even before it, if a pull doesn't go to plan."
  • Mana still matters. Infused Slash and Phase Strike cost none, so if you run low, lean on them and save mana for Kinetic Ward.

13Common Spellblade Mistakes

  • Playing it like a fixed rotation. The class is built to reward choosing the right infusion and timing.
  • Using Conduit the moment it's ready without thinking about which infusion you'll be left with.
  • Breaking crowd control with Electric Conduit arcs, Static Field or Implosion near a mezzed mob.
  • Knocking mobs out of position with the Telekinetic Conduit when the tank has them lined up.
  • Standing in front of the mob. Phase Strike puts you behind it — stay there.
  • Letting Kinetic Ward drop in light armor. Keep it and Spellshield up.
  • Forgetting your aura. Aura of the Arcane lasts until you cancel it — make sure it's on.

14Spellblade FAQ

Is the Spellblade a caster or a melee class?

Melee. The official site calls it a light-armored melee DPS that "channels arcane force through their weapon rather than directly." You use spells, but you do most of your work in melee range.

What are the most important Spellblade stats?

Intelligence and Agility are the primary stats on our class page, with Strength and Stamina as secondary. Kinetic Ward scales with Intelligence.

Which infusion should I use?

Arcane in most groups (lower magic resist helps your casters), Electric against casters and runners, and Telekinetic for soloing and kiting. Switch as the fight changes — that's the point of the class.

Can a Spellblade tank?

Not really. The rework moved away from off-tank focus. You have Kinetic Ward and Deflection to survive, and Seclusion to drop threat, but you're built to deal damage.

Which races can be Spellblades at Early Access?

Human, Dwarf, Gnome and Deep Elf. Deep Dwarf and High Elf are listed as future Spellblade races on the official site.

What happened to Unstable Barrier?

It became Kinetic Ward. It no longer gives an offensive bonus, but it absorbs damage, raises your AC and scales with Intelligence.

Sources. The official Spellblade class page, Spellblade Deep Dive, 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 Spellblade class page.
Guide Type
Class Guide
Last Updated Patch
0.30 (Early Access)

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