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Monsters and Memories Shaman and Inquisitor Reworks Explained

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The Completionist
The Completionist
Published
8/22/2026
Read Time
5 min

Monsters & Memories has added Shaman and Inquisitor deep dives to beta build 0.28.0.0, clarifying how both class reworks shape group roles, solo play, and old school MMORPG identity.

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Store links: Monster Memory on Steam, Space Memory: Monsters on Steam

Beta 0.28.0.0 puts two role-defining class reworks in players' hands

Monsters & Memories has moved its Shaman and Inquisitor class deep dives into live beta context, with the official update from Shawn Lord stating that both deep dives are going live as part of Beta Update 0.28.0.0, which went live on August 20, 2026. That timing is the concrete development here: these are no longer abstract class fantasy notes for a distant build. According to MMOHuts, both classes are now part of the latest beta build for players with access, with the write-ups explaining how each role has been adjusted ahead of wider testing.

The tension is familiar to anyone tracking an old school MMORPG in development. Monsters & Memories is trying to preserve the hard-edged identity of specialist classes while still making those classes readable, useful, and distinct in a modern beta environment. The Shaman and Inquisitor sit on opposite ends of that pressure. One is a support class being pushed more firmly into spiritual utility, healing, buffs, and debuffs. The other is a tank whose anti-caster identity has been refined so it does not blur too much into Enchanter territory.

The official update also cautions that balance work is continuing, pointing players toward patch notes, Discord, and the game's forums for further changes. That matters for practical planning. A beta player can use these deep dives to decide what to roll next, but the numbers, final tuning, and exact class hierarchy are still in motion.

Shaman is being defined around spirits, support, and layered recovery

The clearest shift in the Monsters and Memories Shaman deep dive is thematic as much as mechanical. MMOHuts reports that the official Shaman write-up frames the class as a spirit-focused support role built around healing, buffs, debuffs, and utility. MMORPG.com adds that the team reworked Shaman abilities to match a more spiritual, lore-based approach, with the class drawing power from the spirit realm and, in the source's quoted phrasing, learning to “listen to that power rather than command it.”

That wording gives the rework a sharper role boundary. The Shaman is not being presented as a generic secondary healer with a bag of borrowed tricks. Based on the reported deep dive details, the class is meant to reduce incoming danger, strengthen allies, and stabilize groups through multiple healing patterns. MMOHuts lists four main healing options: a standard cast heal, a heal-over-time spell called Pact of Renewal, and two group healing tools designed for different situations.

For group play, that toolkit points toward a support healer who can answer different damage profiles rather than repeat one efficient spell. A cast heal covers direct recovery. Pact of Renewal implies maintenance healing across time. Two separate group tools suggest the class is expected to react to encounter shape, whether that means steady party damage or a more immediate group recovery problem. The sources do not provide exact cast times, cooldowns, mana costs, or scaling, so any ranking against Cleric or other healers would be speculation. What is confirmed is the design direction: Shaman is being given several healing modes while keeping buffs, debuffs, damage spells, and utility in the same identity package.

The Shaman solo question depends on utility, not raw damage promises

For solo leveling, the Shaman rework reads promising but not proven. The official details reported by MMOHuts confirm that Shamans have damage spells, debuffs, healing, and utility. On paper, that is the kind of kit that can survive uneven pulls and recover from mistakes, especially in an old school MMORPG where downtime, resource management, and enemy debuffs can matter as much as burst damage.

The most flavorful confirmed tool is Aspect of the Bear. MMOHuts describes it as a quest-earned shapeshift that lets the player become a bear and see invisible entities and magical effects. That detail is important because it ties progression to discovery rather than a simple trainer purchase, at least for that ability. It also fits the broader Monsters & Memories class philosophy visible in the public wiki language, which describes classes in Eth-ur as creeds and lenses through which adventurers face the world.

Still, solo players should be careful not to read too much into the class fantasy. The sources do not say Aspect of the Bear is a tanking form, a travel tool, a combat stance, or a solo leveling engine. They only support the bear shapeshift and its ability to reveal invisible entities and magical effects. The safer interpretation is that Shaman solo play may lean on endurance, debuffs, heals, and situational tools rather than guaranteed high-speed killing. For players who enjoy methodical progression, that can be appealing. For players who want the fastest independent leveling route, the available sources do not provide enough evidence to crown the Shaman.

Inquisitor keeps the tank job but narrows its identity around anti-caster control

The Monsters and Memories Inquisitor update is described less as a rebuild and more as refinement. MMOHuts reports that the official deep dive keeps the Inquisitor in the tank role, with tools aimed at shutting down casters. The same report says some spell lines and auras have been removed, merged, or adjusted so the class feels less like the Enchanter.

That last point is the design pressure around the Inquisitor. Control-heavy tanks can easily become muddy in class-based MMOs. If the Inquisitor controls casters too broadly, supports the group too strongly, and carries too many aura effects, it risks stepping into another class's territory. The reported changes suggest the team is trying to keep the Inquisitor's tank identity intact while making its control package feel specific rather than encyclopedic.

The confirmed kit direction still includes control, interrupts, defensive tools, and group support auras. That makes the Inquisitor a valuable candidate for groups expecting dangerous spellcasters, especially if encounters ask tanks to do more than hold positioning and absorb hits. The sources do not provide threat mechanics, taunt details, armor rules, or encounter examples, so it is too early to say whether Inquisitor will be a main tank default or a specialist tank chosen for caster-heavy content. The supported conclusion is narrower and more useful: the class is being tuned around stopping magical threats without becoming an Enchanter in plate.

The melee-defense addition shows restraint rather than a role pivot

One of the most telling Inquisitor changes is the addition of a defensive option for melee-heavy fights. MMOHuts reports that this tool costs mana and is not intended to replace the class's usual anti-caster focus. That caveat is doing real work. The team appears to be acknowledging a practical tanking problem without sanding away the class's weakness profile.

For group composition, this could make the Inquisitor easier to bring into mixed content. If a dungeon or camp includes long stretches of physical attackers before a caster-heavy room, an Inquisitor needs enough survivability to function without making every pull feel like the wrong assignment. A mana-costed defensive option gives the class a lever in those moments, but the stated limitation keeps the class from becoming a generalist tank on the strength of one new button.

For solo leveling, the same detail cuts both ways. A tank with control and defensive tools often has a safer baseline than a fragile caster, but a mana-costed answer to melee pressure introduces pacing concerns. If the Inquisitor must spend mana to handle melee-heavy fights, solo efficiency may depend heavily on downtime, enemy selection, and how often the player is facing casters versus physical attackers. The official and reported materials do not give enough data to estimate leveling speed, but they do clarify the intended shape: Inquisitor solo play should not be evaluated as if the class has abandoned its anti-caster specialty.

Old school MMO fans are getting class friction, quest utility, and real tradeoffs

The Shaman and Inquisitor reworks are most interesting as a statement about Monsters & Memories classes overall. The public class category page on the Monsters & Memories wiki frames class choice in Eth-ur as a creed and a lens, and these two deep dives fit that language. The Shaman is being pulled closer to spiritual support. The Inquisitor is being pruned and adjusted so its tanking control does not overlap too heavily with Enchanter-style identity.

That is likely to resonate with old school MMORPG players who miss classes with boundaries. The confirmed details point toward friction that modern class design often avoids: a support healer with multiple recovery tools but no confirmed promise of solo dominance, and an anti-caster tank with a melee fallback that spends mana and remains secondary to its core purpose. Those tradeoffs can make group formation more interesting because the question becomes which problems the party expects to solve, not simply which class has the largest universal toolkit.

The unanswered questions are still substantial. The sources do not confirm final balance, early access timing, pricing, platforms, performance targets, or exact ability values for these reworks. The official update explicitly says balance changes are ongoing. For beta players with access, the practical advice is to test these classes according to their stated identities: evaluate Shaman by healing coverage, buff and debuff value, utility, and downtime, then evaluate Inquisitor by caster control, interrupt reliability, tank durability, and mana pressure in melee-heavy fights. For everyone else, these deep dives offer a clearer read on design philosophy before wider testing, but not a final verdict on the meta.

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