Monsters & Memories classes: choose a character and a group job
Explore M&M’s 18 listed classes, check race compatibility, and discuss the responsibilities your group actually needs.
Choosing a Monsters & Memories class is partly about the character you want to play and partly about the group you want to join. Start with those two questions. A tier list cannot tell you whether you enjoy the class or can regularly attend the same session as your friends.
The 18 classes on the official class index
The developer’s class index lists these options:
Archer, Bard, Beastmaster, Cleric, Druid, Elementalist, Enchanter, Fighter, Inquisitor, Monk, Necromancer, Paladin, Ranger, Rogue, Shadow Knight, Shaman, Spellblade, and Wizard.
Open the official class index and follow the individual class page for design details. The developer explicitly describes class work as subject to changes. Treat design goals as context, then confirm what your character can do in the current game.
Check race compatibility before committing
Use the official races page to check your intended combination. Do not assume that a race supports every class because another race does. Separate presently selectable choices from races described as future plans.
If your friends are starting together, discuss the meeting plan as well as the character concept. Different starting circumstances can turn a casual first-night invitation into a much longer travel commitment.
Discuss responsibilities instead of one label
For a camp, ask who can take sustained pressure, restore the group, manage incoming enemies, control additional threats, and contribute reliable damage. Those responsibilities are a planning checklist, not an official fixed composition or a permanent definition of every class.
A player may cover more than one task, but only with the abilities, preparation, and attention available in the current session. Do not treat a class’s design description as proof that a low-level character can already perform every advertised function.
For example, ask your support player which control tools they currently have and what the group should do when those tools are unavailable. That produces a usable plan without arguing about whether the class “counts” as support.
Keep primary and backup commitments separate
Tell the organizer what you intend to do first and what you can cover if the group changes. Confirm your current level, prepared abilities, equipment context, and experience. Be honest when the alternate responsibility is something you want to learn.
A backup role does not create another seat. If the same player must switch from one essential task to another, identify who covers the task they leave behind.
Choose a session that lets you learn
Join a camp that matches your preparation and has an organizer willing to teach. Afterward, save one useful improvement: a needed ability, better travel preparation, a clearer responsibility, or a gear review. Avoid turning every early session into a judgment about whether your class choice was correct.
Continue with the beginner session guide and camp planning guide.
Browse all Monsters & Memories guides.
Sources
- Official class index and design notes, checked October 5, 2026.
- Official race descriptions and class choices, checked October 5, 2026.
Class tuning and available abilities can change. The responsibility checklist above is our group-planning advice.
Written by
Guild Manager Team
We build Guild Manager's roster, event, and Discord tools. For questions or corrections, contact the Guild Manager team.
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