How to Choose a First Class and Starting City

The worst way to choose your first Monsters & Memories class is to ask, “What is the best beginner class?”

That question sounds practical, but it usually turns into arguments. Some players mean easiest to solo. Some mean fastest to get groups. Some mean least expensive. Some mean least responsible. Some secretly mean, “Which class will let me make mistakes without anyone noticing?”

A better question is: What kind of responsibility do you want on your first character?

Classes are still in development, and the official class pages were updated in April 2026 with design goals that may keep changing before Early Access. So do not treat this as a tier list. Treat it as a way to sort yourself.

If you want low social pressure

Start with a class whose main job is damage or straightforward utility. That does not mean the class is brainless. It just means the group is less likely to collapse instantly if you are still learning.

Archer is a ranged physical DPS class built around preparation, positioning, arrows, traps, and mobility. You will still need supplies and awareness, but your job is easy to understand: hurt the enemy from range and do not let it eat you.

Rogue is usually a good fit for players who like sneaky melee, scouting, and opportunistic damage. Just remember that melee DPS still needs positioning discipline.

Wizard is the classic glass cannon: huge magic damage, fragile body, hungry mana bar. It is simple in goal and demanding in execution. If you love big spells and can handle downtime, it may fit.

Monk can appeal to players who want a physical, mobile feel without starting as the main tank. As with any melee class, pulling discipline and awareness matter.

If you want groups to love you

Pick a role that solves group problems.

Fighter is the most direct tank path. Official class notes describe Fighter as a front-line anchor with strong aggro control and defensive tools. Great groups love a steady tank. Bad pulls also blame the tank first, so know what you are signing up for.

Cleric is the reliable healer archetype, with resurrection, strong heals, defensive support, heavy armor, and anti-undead tools. If you like keeping people alive, Cleric will always have social value.

Enchanter is the high-awareness crowd control and support class. Official notes call it the premier crowd-control class. A strong Enchanter can make chaotic fights look easy. A distracted Enchanter can make easy fights very memorable.

Shaman brings healing, physical buffs, debuffs, and sustained recovery. It is a great pick if you want to support groups while still feeling like you have your own toolkit.

Bard is support and utility through songs, movement, and rhythm. If you enjoy doing several small useful things at once, Bard may click.

If you care about solo tolerance

No class in a social MMO should be judged only by solo power, but some classes are built with more self-sufficiency.

Druid is officially described as a primary healer with real damage, travel tools, animal control, and strong solo capability. If you want to heal groups but still wander alone, Druid is attractive.

Necromancer is one of the strongest solo picks on paper, with an undead pet, damage-over-time spells, life drains, and control tools. The tradeoff is that you are committing to a darker class identity and whatever starting city/faction rules come with it.

Beastmaster brings a persistent animal companion, melee damage, pet care, and survival tools. If you like the idea of growing alongside a companion instead of summoning a disposable helper, this is a natural fit.

Ranger is strongest when the outdoors matters. Official notes highlight tracking, snares, travel tools, campfire benefits, natural supplies, and outdoor strength. If you want to learn the land and help others move through it, Ranger has a strong first-character fantasy.

Starting city matters

As of the current Early Access plan, the four starting areas are Night Harbor, The Underdocks, Faelindral, and Ail’vorith.

Night Harbor is the huge western port city and the broadest-feeling beginner hub for many good and neutral combinations. It is busy, useful, and a little overwhelming. Choose it if you want city traffic, lots of landmarks, and a classic “big starting city” experience.

Faelindral is the City in the Trees, tied to Wood Elves, Halflings, Evershade Weald, and Calafrey. Choose it if you want forest identity, lifts, ranger/druid/beastmaster flavor, and a less human-centered first impression.

The Underdocks is planned as a Deep-side port district below Night Harbor, serving some neutral and evil combinations. Choose it if your character belongs below the surface and you want a grittier start.

Ail’vorith is the Deep Elf capital and a darker starting point for evil-leaning combinations. Choose it if class/race fantasy matters more to you than starting in the most familiar hub.

The simple recommendation

If you want the least pressure, start with a damage class and group early anyway.

If you want easy group invites, choose tank, healer, or crowd control and accept the responsibility.

If you want to solo between groups, look at Druid, Necromancer, Beastmaster, or Ranger-style self-sufficiency.

If you care about world feel, choose the city first and then pick a class that belongs there.

Your first character does not have to be perfect. In Monsters & Memories, a good first character is the one that teaches you how the world works and makes you want to log back in.