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Every Monsters & Memories class, rebuilt in Shroud of the Avatar

Monsters & Memories has 18 classes. Shroud of the Avatar has none: it has 21 skill schools, two specialization slots and a deck of glyphs, and the "class" is whatever you build from them. This page maps each Monsters & Memories class to a Shroud of the Avatar archetype, with the schools, the specialization pair and a link to the full guide for that class.

We built the map ability by ability from the official class deep dives on monstersandmemories.com: 509 abilities across the 18 classes, each rated exact, close, partial or none against a Shroud of the Avatar skill or combo. The class guides print those tables. This page is the summary and the index.

If you have never played Shroud of the Avatar, read the character creation guide first, then the deck building and specialization guide. The class guides assume you know what a school, a glyph and a specialization are.

The 18 classes at a glance

Archetype is the Shroud of the Avatar build the class turns into. Schools are listed primary first. The specialization pair is the two schools you hold in your specialization slots; the game names every pair, and where we have confirmed the name it is shown. Fit says how much of the class identity survives: strong when the defining abilities map exact or close, good when one signature system is missing, fair when a core system has no equivalent.

Every class has its own guide, linked in the table. The series recap ranks all 18 by how much of each class survives the move to Shroud of the Avatar.

ClassSotA archetypeSchoolsSpecialization pairFitGuide
FighterTankBludgeon, Shield, Tactics, Heavy ArmorShield + Bludgeon strongRead the guide
WizardElemental mageFire, Air, Water, FocusFire + Air strongRead the guide
ClericHealerLife, Sun, Shield, Heavy ArmorLife + Sun strongRead the guide
ArcherArcherRanged, Subterfuge, Air, FireRanged + Subterfuge strongRead the guide
RogueRogueBlades, Subterfuge, Tactics, Light ArmorSubterfuge + Blades strongRead the guide
NecromancerNecromancer / petDeath, Focus, ChaosDeath + Focus strongRead the guide
PaladinTankShield, Blades, Life, Sun, Heavy ArmorHeavy Armor + Life (named Paladin in game)goodRead the guide
ElementalistSummonerFire, Water, Earth, Air, FocusFire + Focus goodRead the guide
DruidHealerLife, Sun, Water, Air, EarthLife + Sun goodRead the guide
BardBard supportBard, Blades, TacticsBard + Blades strongRead the guide
RangerArcher and melee hybridRanged, Blades, LifeRanged + Blades goodRead the guide
Shadow KnightTankDeath, Blades, Shield, Heavy ArmorDeath + Blades goodRead the guide
MonkMelee damage (unarmed)Subterfuge, Fire, Water, Earth, Air, TacticsSubterfuge + Tactics goodRead the guide
BeastmasterTamerTaming, Bludgeon, TacticsTaming + Bludgeon strongRead the guide
ShamanHealerLife, Water, Chaos, EarthLife + Water goodRead the guide
EnchanterControllerMoon, Chaos, Focus, BardMoon + Chaos fairRead the guide
SpellbladeHybrid battlemageBlades, Air, Fire, Chaos, FocusBlades + Air strongRead the guide
InquisitorTankShield, Bludgeon, Chaos, TacticsShield + Chaos fairRead the guide

Scroll the table sideways for every column.

Heavy Armor and Light Armor are listed as schools where the class wears them; our skill snapshot does not yet cover those two trees in detail, so the guides name only the Heavy Armor skills we have verified.

Class by class

One line per class on what carries over and what the guide leads with. Click a class name to open its guide.

FighterTank
Stances, strikes, Shield Bash and Break Armor all exist by name or by effect. The Vengeance resource does not; Heavy Armor supplies the taunts.
WizardElemental mage
Fireball, Lightning, Ice Arrow, Root and Blink are direct matches. The incantation glyph system has a real cousin in Shroud of the Avatar: glyphs stack in hand and some combine into new spells.
ClericHealer
Heals, group heal, cleanse, Blind, Root and Resurrection map one to one, and Sun gives the holy nukes. Group max-health buffs and the undead-fear line have no equivalent.
ArcherArcher
Aimed Shot, Piercing Shot, Multi Shot and Disabling Shot cover the core kit; Subterfuge adds the hide-and-open play. Placed traps are the gap.
RogueRogue
Camouflage, Silent Movement and Sneak Attack are the stealth loop, Blades supplies the strikes and bleeds, crafted poisons exist. No thrown weapons.
NecromancerNecromancer / pet
Life drains, undead summons, Sacrifice and Tap Soul are the identity rows and they map exact. Health-for-power pacts and the undead-control line are the misses.
PaladinTank
The game literally names Heavy Armor plus Life "Paladin". Shield, a weapon school and Sun holy damage round it out; the oath system is the gap.
ElementalistSummoner
Fire, Water, Earth and Air each summon an elemental, one at a time. The pet-and-spell synergy that defines the class is the weak part of the fit.
DruidHealer
Life and Sun heal and smite, Water and Air add weather-flavoured damage and control. Seasons and the shapeshift line are missing.
BardBard support
Bard songs map almost one to one: group buffs, enemy debuffs, fatigue recovery. The Measure mechanic and instrument progression are partial.
RangerArcher and melee hybrid
Ranged plus Blades with a Life skill or two for mending at rest. Stance switching between bow and blade is a deck swap in Shroud of the Avatar.
Shadow KnightTank
Death magic drains and summons on a Heavy Armor and Shield frame. The pet-sacrifice and fear lines have no equivalent.
MonkMelee damage (unarmed)
Subterfuge Pugilism gives the unarmed strikes, and the Fire, Water and Earth fist spells add the elemental flavour. Quivering Palm does not exist.
BeastmasterTamer
Taming is a full school with pet training innates and commands, so Taming plus Bludgeon covers the class. Swap Bludgeon for Bard and the game names the pair "Ringmaster". One of the cleanest maps.
ShamanHealer
Life heals, Water and Earth buffs, Chaos debuffs. The haste line and spirit-form abilities are the misses.
EnchanterController
Moon mesmerize and Chaos debuffs are the closest thing to crowd control; charm and mana drain do not exist, so this is a fair fit, not a strong one.
SpellbladeHybrid battlemage
Blades plus Air, with Ignite Weapon for the infused strikes and Blink for the mobility. Short ability list, every row maps.
InquisitorTank
A Shield and Bludgeon tank with Chaos and Tactics for anti-caster work. Silence and mana drain do not exist, which is most of the class fantasy.

What survives translation, and what does not

Of the 509 abilities we rated, 91 are exact matches, 167 close, 136 partial, 100 have no counterpart and 15 belong to systems Shroud of the Avatar does not have at all. Identity rows (the attacks, heals, pets and stealth that define a class) land far more often than utility rows (teleports, bind points, fear, invisibility against undead).

Six systems come up in class after class and have no Shroud of the Avatar equivalent:

  • Hit-generated resources. The Fighter builds Vengeance when struck and the Rogue has similar triggers. Nothing in Shroud of the Avatar generates a resource from being hit.
  • Targeted taunts outside Heavy Armor. Taunt and Provoking Shout live in the Heavy Armor school and work as area aggro pulses. Threat otherwise comes mostly from damage dealt, with a flat bonus per landed hit and a small share from healing others.
  • Fear and charm. No skill makes a creature run, and no skill turns one into your pet outside the Taming school. Moon mesmerize and roots are the control you get.
  • Group teleports and bind points. Travel is lunar rifts, scrolls and the world map; there is no Gate, no Evacuation, no corpse to run back to.
  • More than one pet. A character has one pet slot. A second summon replaces the first, and a summon draws on your maximum Focus while it is out.
  • Silence and mana drain. The Inquisitor and Enchanter kits lean on these; Shroud of the Avatar has resistances, interrupts by knockdown and attunement debuffs instead.

The reverse is also true. Shroud of the Avatar adds things the Monsters & Memories classes lack: Corpse Explosion and Death Field for the Necromancer, glyph combos for the Wizard, and the ability to hold two complete builds on one character and switch between them.

Two classes on one character

Shroud of the Avatar does not lock you into a build. Specializations are changed at any skill trainer or at an Oracle Confirmatory with no cost in experience and no lock-in, and unlearning a skill returns all the experience you put into it. There is no skill loss on death.

That makes every class on this page a deck plus a specialization pair rather than a commitment. A built deck can be equipped even in combat, and a deck can carry a linked set of armor, weapons and jewelry that goes on with it. One character can hold a Paladin deck and a Necromancer deck and move between them.

The deck building and specialization guide explains the swap pattern step by step, including how glyph copies unlock as a skill levels and why the last copy needs the school specialization.

Frequently asked questions

Does Shroud of the Avatar have classes?

No. Every character can train any of the 21 skill schools and holds two specialization slots. A "class" is a deck of glyphs plus the two specializations you choose, and both can be changed at a trainer.

Which Monsters & Memories classes are easiest to rebuild?

Fighter, Wizard, Cleric, Archer, Rogue, Necromancer, Bard, Beastmaster and Spellblade: their defining abilities all have exact or close matches. Enchanter and Inquisitor are the weakest fits because a core system (charm, silence, mana drain) does not exist; Elementalist lands in between, since each elemental summons but the pet-and-spell synergy does not carry over.

What is the best solo class to rebuild?

The pet builds. Necromancer and Beastmaster translate to a character with one summoned or tamed creature that can hold a creature's attention through Pet Taunting Training while you deal damage or heal. Archer and Rogue solo well too, because Camouflage and Silent Movement let you choose your fights.

Can I switch to another class later?

Yes. The two specialization slots change at any trainer or Oracle Confirmatory, unlearning returns 100 % of the experience, and a second deck can be built for the new pair. Many players keep two decks and swap.

Is this mapping official?

No. It is a fan comparison built from the official Monsters & Memories class deep dives, which are Early Access documents that say to expect changes, and from Catnip Games' patch notes and work log for Shroud of the Avatar. Shroud of the Avatar is in the middle of a balance pass across more than 200 skills, so numbers can move; the shape of the map should hold.

Read next

Shroud of the Avatar rules verified against Catnip Games' patch notes and daily work log, October 2026. Monsters & Memories abilities from the official class deep dives, October 2026.