Read This First: A Kept Character in a Moving Game
Your Early Access character is not a test character. Test-server characters did not carry into Early Access, but the developer has committed to no planned wipe of the live Early Access servers — what you level now, you keep. Balance that against the patch weather: 53 dated archive entries since February, with twelve patches in the launch window alone, means classes and systems are being adjusted under your feet. Level the class you enjoy playing through adjustments, not the class one patch favoured.
The subscription shape matters too: at $15 a month with no cash shop, there is no paid experience shortcut to weigh — and no legitimate leveling product in the verified market, which offers Gold only. Progression here is played, or it is not had.
The Start: Class and City
Class choice is the first real decision: eighteen classes is a deep roster, and the developer published a deep dive for every one of them before launch — read your shortlist’s dive before committing, because in an old-school design a class is a role in a group, not a skin over the same rotation. The named anchors in the recent record are the shape of it: a Ranger whose Recuperate ability Patch 12 fixed, Clerics heavily affected by the latest class pass, Necromancers and Shadow Knights closing out the deep-dive series.
Starting city is the second: new characters begin in one of four starting cities, assigned by race, faith and class combination — Night Harbor, the main starting city on the western coast, is where good and neutral combinations begin, with the Underdocks below it taking some neutral and evil ones. Deity choice has affected starting location since August 2026, and the developer notes some assignments will change as development continues — pick the combination for the character you want, and let the city fall where it falls.
The Climb: Camps, Groups and Downtime
Old-school leveling is camp play: a spot whose NPCs your group can kill steadily, experience shared across a party whose roles cover each other’s weaknesses. The systems all point that way — party play is a first-class feature in the recent patch notes (party member visibility, tab targeting and buff displays all tuned in the October 19 patch) — and solo progress exists but is priced in time. Form groups early, keep a friends list of the players you camp well with, and treat downtime between pulls as part of the design rather than a flaw.
Spend the climb learning your class’s group job. In a design where classes interlock, the player who can hold a camp’s pace — pulling, controlling, sustaining — is the player every group re-invites, and invitations are the fastest experience in the game. Our Gold guide covers the earning side of the same camps: in this economy, the mobs you level on are also the faucets.
A Sensible Leveling Order
- Read the official deep dive for any class you are considering — eighteen classes is too deep a roster to choose from a name.
- Decide race, faith and class as one choice: together they set your starting city (Night Harbor and the Underdocks among the four).
- Group early and keep a friends list — camp play with a regular party is the fastest experience this design offers.
- Level where the money is: camps whose mobs pay coin and cash loot fund your gear and skills as you climb (see the Gold guide).
- Re-read the patch archive weekly — class balance lands near-daily in this window, and yesterday’s best camp may be rebalanced.
Buying Levels & Gold
There is no leveling product for this game in the verified record — no boosting marketplace was verified, and a piloted service would mean handing over the login of a subscription account. Gold is the one thing sold, by one verified vendor, delivered face-to-face; our buying guide covers it. See the Monsters & Memories page for the reviewed market.
Frequently Asked Questions
How many classes does Monsters & Memories have?
Eighteen in the Early Access launch build — the developer completed a deep dive for every class before launch, with the Necromancer, Ranger and Shadow Knight dives published last, on September 29, 2026.
Will Early Access characters be wiped?
No planned wipe: the developer’s no-wipe commitment applies to the live Early Access servers. Characters from the earlier playtest, alpha and beta servers did not carry in — the commitment covers the live game from its October 1, 2026 launch.
What is the fastest way to level?
Camp play in a group. The design is old-school: experience comes from killing NPCs, classes are built around interlocking group roles, and a regular party holding a good camp out-earns solo play. The same camps pay the coin drops covered in our Gold guide.
Where do new characters start?
In one of four starting cities, assigned by race, faith and class. Night Harbor — the main starting city, a port on the western coast — takes good and neutral combinations; some neutral and evil combinations start in the Underdocks below it.
Sources
Checked October 20, 2026. Game systems change with patches, so confirm numbers in game.
- IGGM: Monsters & Memories Gold ($38.20 to $3,820; InStock; face-to-face delivery by character name; the page confirms Early Access launched October 1, 2026, a $15/month subscription and no cash shop)
- Monsters & Memories Wiki: Early Access (launched October 1, 2026; no planned wipe of the live Early Access servers; eighteen classes in the launch build)
- Monsters & Memories official patch archive (53 dated entries, February 25 to October 15, 2026; Module 1 Patch 12, v0.30.2.9, October 15, 2026 — coin drops rebalanced, herb spawn restrictions, Ranger Recuperate fix)