Home › Guides › Monsters and Memories Rogue Guide

Monsters and Memories Rogue Guide

Class Guide · Updated for patch 0.30 (Early Access) · September 2026

How to build, level and play a Rogue in Monsters and Memories — race and trait picks, the full stealth and backstab toolkit, poisons, group and solo tactics, a leveling path and gear to chase.

01The Rogue at a Glance

The Rogue is the stealth and backstab specialist of Monsters and Memories — a purely martial melee class that fights with a pair of blades, thrown weapons and a satchel of crafted poisons. While your tank holds the enemy’s attention, you slip behind it and deliver the hits that end fights. When things go wrong, you vanish.

The official class page calls the Rogue an “Opportunistic Striker” and sums it up in one line: “Other classes may pass through the shadows, but the Rogue lives there.” You use no magic at all. Everything you do comes from positioning, timing and preparation.

RoleMelee damage
ArmorLight armorCheck each item's class list
Key statsDEX & AGISTR for damage, STA to survive
SoloModerateBetter since the rework
Group demandHighTop single-target melee
DifficultyMediumPositioning is everything

Strengths

The strongest positional melee damage in the game through Backstab · the most powerful stealth of any class, usable for scouting, travel and escapes · Vial of Smoke wipes your threat · crafted poisons that snare, slow attacks or slow casting · interrupts and stuns · Sap and Blinding Powder take a mob out of the fight · strong ranged finishers.

Weaknesses

Your best damage only works from behind, so you rely on someone else to hold aggro · light armor means you fold quickly if a mob turns on you · no heals, no buffs for the group · stealth does not fool mobs that con red · poisons take gathering and crafting to keep stocked.

Reworked before Early Access
The Rogue was revamped in update 0.26.0.0 (July 2026) and carries into the 0.30.0.0 Early Access build. The biggest changes: Ambush merged into Backstab, which now deals doubled weapon damage if you have been in Stealth for at least 3 seconds; a real poison system from level 4; new abilities Slice, Twin Blades, Rain of Steel, Deadly Throw, Escape Artist, Gambit and Poison Tolerance; Swift Strikes became a toggled aura; and Avoidance, Incapacitate, Low Blow and Double Backstab were removed. Abilities marked Rework below arrived with the rework.

02Is the Rogue Right for You?

You’ll love it if…

You like big, satisfying hits; you enjoy moving around a fight to find the right angle; you like scouting ahead and knowing what’s around the corner; you enjoy preparing for fights with poisons and consumables; you want a class that can simply disappear when a pull goes bad.

You might not if…

You want to stand in one place and press buttons; you’d rather not depend on a tank to hold aggro; you dislike gathering and crafting; you want to heal or support your group; you want to solo tough content without friends.

The Rogue is a good first class for players who already understand the basics of melee in classic MMOs. You have no mana to manage, so the learning curve is about positioning and threat: stay behind the mob, let the tank build aggro before you open up, and know when to back off. If you’ve never played this style of game, the Rogue is forgiving to learn in a group and punishing when you get greedy.

03Choosing Your Race

Eight races can be Rogues at Early Access. Your class adds +4 DEX and +4 AGI to your race’s base stats, and you get 10 bonus points to spend at creation. Starting values before bonus points:

Race STR STA DEX AGI Starts in Why pick it
Human 16 17 20 20 Night Harbor, Underdocks The flattest spread and the busiest hub. Tenacity protects you from being mezzed or incapacitated.
Wood Elf 14 14 22 24 Faelindral, Night Harbor Highest AGI of any Rogue. Hide is extra insurance on top of your own Stealth.
Goblin 15 15 23 23 Underdocks The best DEX + AGI total. Bribe can reset a bad situation with an angry mob.
Gnome 14 15 23 20 Night Harbor, Underdocks Tied-best DEX. Slippery breaks roots and snares, a second escape tool.
Deep Gnome 14 15 22 22 Underdocks High DEX and AGI with Ultravision. Kill-on-Sight in Ail’Vorith.
Deep Elf 14 15 20 22 Underdocks, Ail’Vorith Good AGI and Ultravision. Evil-aligned, so surface guards are less friendly.
Dwarf 17 17 22 19 Night Harbor Tougher than the rest. Stone Form cuts physical damage and raises AC when a mob turns on you.
Halfling 15 17 20 21 Faelindral, Night Harbor Good STA and innate Sneak and Forage, but plans a bigger food budget.

Spending your 10 bonus points

Rogues want Dexterity and Agility first, with Strength for damage and Stamina for the hits that land when a mob turns around. Your race already gives you a strong base in one or two of those, so use bonus points to shore up the gaps.

  • Recommended for most players:+4 STR / +3 DEX / +3 STA. Rogues already start with high DEX and AGI, and a little Strength and Stamina go a long way at low level.
  • Wood Elves, Goblins and Deep races start light on STR and STA — put more there (+5 STR / +5 STA is fine).
  • Dwarves and Humans already have decent STR and STA, so lean DEX and AGI instead.
  • Don’t spend anything on INT, WIS or CHA. Rogues use no magic.

Trolls are listed as a Rogue race on the official site but aren’t playable at Early Access.

04Recommended Traits

You pick one trait from each of four categories at creation (see the New Player Guide for the full lists). For a Rogue:

Category Best pick Why Alternatives
Major Combat Dexterous +10 DEX passive, the Rogue’s core stat. The active adds 10% more DEX for 12 seconds — pop it before a big Backstab on a named mob. Agile (+10 AGI passive; a huge +200 AGI active for 15s as a defensive button), Strong (+10 STR)
Minor Combat Cutthroat Piercing starts 10 higher and skills up 25% faster, and you start with a Trainee’s Spear. Fewer early misses on your main weapon type. Knife Thrower (Throwing +10 and 1,000 Trainee’s Throwing Daggers — pairs with Throw, Rain of Steel and Deadly Throw), Warrior (Offense), Defender
Major Non-Combat Infravision / Ultravision Nights and dungeons are very dark, and you need to see where the mob is facing to get behind it. Deep Elves and Deep Gnomes should take Ultravision. Fast Metabolism (+25% Endurance, eats food faster)
Minor Non-Combat Poison Maker Poison Making starts 50 higher and rises 25% faster. Since the rework, poisons are a crafted core part of the kit, so this saves you a long grind. Survivalist, Medicine (bandages to patch yourself between pulls), any gathering trait for money
Humans can’t take night vision
If you’re a Human, take Fast Metabolism instead and always carry a light source. Rogues can’t take the Sneak trait — you already have Sneak innately.

05Getting Started

Your starter quest

Every Rogue begins with a class starter quest that teaches the basics and hands out your first gear. For the full step-by-step walkthrough, with every NPC, location and reward, see our Rogue Starter Quest Guide. Individual quest pages: Rogue Starter Quest (Night Harbor) · Rogue Starter Quest (Faelindral).

Where to buy abilities

  • Free at level 1: Stab, Sneak, Stealth, Throw and Shoot are granted automatically.
  • Everything else is bought from your class vendor in your starting city. Ask a guard for directions to the Rogue trainer if you can’t find it.
  • Underdocks starts (Goblins, Deep Elves, Deep Gnomes): your trainer is underground; see our Underdocks and Ail’Vorith pages, and take the boat to Night Harbor when you want the surface chain.
Buy these first
Money is tight early. In order: Swift Strikes (level 2) for attack speed, Jab (3) to interrupt casters, Sprint (5) for escapes, then Slice (6) and Uppercut (7). At level 8, Sap changes how you start fights, and at 12 buy Vial of Smoke and keep a stack of vials on you at all times.

06Your Toolkit

Rogue abilities come in lines: you learn an ability, then buy stronger ranks every ten levels or so. Levels shown are when the first rank (and each upgrade) becomes available. You also gain Dual Wield at level 10, Safe Fall at 12 and Double Attack at 15.

Line Starts Progression What it’s for
Stab / Backstab 1 Stab I → II 10 → III 20 → IV 30 → V 40 → VI 50 Your core attack. From behind it becomes Backstab, which hits far harder — and doubles its weapon damage after 3+ seconds in Stealth.Rework
Stealth & Sneak 1 Stealth; Sneak Stealth makes you invisible to most enemies; Sneak hides you while you’re behind them. Opens every good fight.
Swift Strikes 2 Swift Strikes +15% attack speed. Now a toggled aura that counts as tertiary haste.Rework
Jab 3 Jab Interrupts a cast and locks the enemy out of that school of magic for 4 seconds.
PoisonsRework 4 Snaring (4) · Weakening · Dulling — four tiers each Crafted and applied to your weapons. Snare movement, slow attack speed, or slow casting.
Sprint 5 Sprint +75% movement speed for 10 seconds, without breaking Stealth.
SliceRework 6 Slice I → II 16 → III 26 → IV 36 → V 46 → VI 56 Weapon damage plus a bleed that ticks every 6 seconds for 22 seconds; stacks twice.
Uppercut 7 Uppercut Stuns the target for 3 seconds.
Sap 8 Sap From Stealth, incapacitates one target for 30 seconds. Broken by damage; doesn’t work on undead.
Poison resistanceRework 9 Poison Tolerance (+5) → Poison Desensitization 45 (+15) One-hour self buff against poison.
Vial of Smoke 12 Vial of Smoke (consumes a Vial of Smoke) Instant Stealth, clears your threat and prevents new aggro for 5 seconds. Your emergency exit.
Pick Pocket 13 Pick Pocket A chance to steal an item from your target.
Rain of SteelRework 14 I → II 24 → III 34 → IV 44 → V 54 A channeled barrage of knives: three weapon-damage hits, usable while moving.
Blinding Powder 15 Blinding Powder Incapacitates a target for 10 seconds.
Twin BladesRework 18 I → II 28 → III 38 → IV 48 → V 58 Hits once per equipped weapon; consumes your Slice bleeds for extra damage per stack.
Nimble Evasion 20 Nimble Evasion Dodge every incoming melee attack for 12 seconds.
Escape ArtistRework 22 Escape Artist Removes roots and snares and grants 15 seconds of immunity to them.
Deadly ThrowRework 25 Deadly Throw 200% weapon damage at range; doubled if the target is below 20% health.
GambitRework 32 Gambit If you’re hit within 5 seconds, resets Stab, Uppercut and Vial of Smoke.
AssassinRework 35 Assassin trait Lets Stab and Backstab land critical hits.
Fury of the Assassin 40 Fury of the Assassin +100% physical damage for 12 seconds. Your burn button.
About ability names and levels
Ability levels come from community data compiled before the 0.30 Early Access build. The official deep dive confirmed the new abilities and a few level moves (Snaring Poison at 4, Nimble Evasion at 20, the Assassin trait at 35, Fury of the Assassin at 40) but didn’t publish a full level list, so some numbers may have shifted. If your trainer disagrees with this table, trust the trainer.

07Abilities to Prioritize, Levels 1–28

You won’t always be able to afford every ability as soon as it unlocks. This is the order that matters most for a new Rogue:

Level Key abilities Notes
1 Stab, Stealth, Sneak, Throw, Shoot All free. Practice getting behind mobs from the very first rat.
2 Swift Strikes Turn it on and leave it on.
3 Jab Interrupt every caster heal and nuke.
4 Snaring Poison Your first poison. Stops runners from bringing friends.
5 Sprint Escape tool that doesn’t break Stealth.
6–8 Slice, Uppercut, Sap Slice twice on every target. Sap takes an add out of a pull before it starts.
9–10 Poison Tolerance, Stab II Stab II is a big Backstab jump. Dual Wield arrives at 10 — get an off-hand weapon.
12–13 Vial of Smoke, Pick Pocket Vial of Smoke is the most important purchase of your early career.
14–16 Rain of Steel, Blinding Powder, Distract, Slice II Rain of Steel gives you ranged damage while moving. Double Attack arrives at 15.
18–20 Twin Blades, Nimble Evasion, Stab III Twin Blades consumes your Slice stacks. Nimble Evasion saves you when a mob turns.
22–28 Escape Artist, Rain of Steel II, Deadly Throw, Slice III, Twin Blades II Deadly Throw finishes runners and low-health mobs from range.

Past level 28, the pattern continues: upgrade Stab first, then Slice and Twin Blades, then Rain of Steel. Gambit (32), the Assassin trait (35) and Fury of the Assassin (40) are the big milestones.

08Playing in a Group

A Rogue in a group has one job: kill the target the tank is fighting, as fast as possible, without taking aggro. Everything else — poisons, interrupts, stuns — supports that.

Before the pull

  • Apply the poison that fits the fight: Weakening for a hard-hitting melee mob, Dulling for a caster, Snaring for anything that runs.
  • Turn on Swift Strikes and put up Poison Tolerance if the zone has poisonous mobs.
  • Scout ahead in Stealth and tell your group what’s in the next room — how many mobs, what they are, which ones are casters.
  • If there’s an extra mob in the camp, Sap it from Stealth before the tank pulls. It stays out of the fight for up to 30 seconds as long as nobody damages it.

During the fight

  1. Let the tank build aggroWait a few seconds after the tank engages. Your Backstab hits hard enough to rip aggro off a tank who hasn’t had time to build threat.
  2. Get behind and stay behindBackstab only works from behind the mob. If the mob turns toward you, step around it rather than fighting from the front.
  3. Open with BackstabIf you’ve been in Stealth for at least 3 seconds, your first Backstab deals doubled weapon damage. Start every fight hidden if you can.
  4. Stack Slice, then Twin BladesPut two stacks of Slice on the target, then use Twin Blades to consume the bleeds for extra damage. Keep Stab on cooldown throughout.
  5. Interrupt and stunJab enemy casters mid-cast to lock them out of that school of magic. Uppercut stuns for 3 seconds when the healer needs a breather.
  6. Drop threat if it turns on youIf the mob comes for you, use Vial of Smoke to clear your threat and vanish, or Nimble Evasion to dodge melee for 12 seconds while the tank taunts it back.
Threat control is half the class
Most Rogue deaths come from one greedy Backstab on a fresh pull. Count to three after the tank engages, save your big openers for mobs the tank has firmly locked down, and always keep a Vial of Smoke ready. A dead Rogue does no damage.

09Soloing

Monsters and Memories is a group-focused game, but the developers wanted Rogues to have “at least some ability to play solo while looking for a group.” The rework added ranged abilities and cooldown resets to help.

  • Pick your fights: solo mobs that con blue or white, not yellow or red. You don’t have a tank, so the mob will be facing you — no Backstab after the opener.
  • Open from Stealth: sneak up, wait until you’ve been hidden 3 seconds, and Backstab for doubled weapon damage. It’s your one free big hit.
  • Stack bleeds: Slice twice, then Twin Blades. Use Uppercut and Blinding Powder to buy time when you need it.
  • Stop runners: keep Snaring Poison on your weapons and use Deadly Throw and Rain of Steel to finish fleeing mobs before they bring friends.
  • Use Gambit (32+) to reset Stab, Uppercut and Vial of Smoke mid-fight.
  • Make money on the side: Pick Pocket mobs before you fight them. The developers plan dedicated pick-pocket loot tables in a future patch.
Solo safety plan
Before every solo pull: know where you’ll run, keep Vial of Smoke and Sprint ready, and remember that mobs that con red can see through Stealth. Escape Artist (22) frees you from roots and snares, and Sprint doesn’t break Stealth, so vanish first and run second.

10Leveling Path

A suggested route for a Rogue. You’ll level fastest in groups where a tank holds aggro for you, so aim for dungeons over open-field grinding whenever you can find a party.

Levels Where Why it’s good for Rogues
1–5 Night Harbor newbie yards / Evershade Weald outskirts / Underdocks newbie yard Do your starter quest. Practice getting behind rats, bats and beetles.
3–11 Tomb of the Last Wyrmsbane The best early group dungeon. Skeleton pulls give you plenty of Backstab practice behind a tank.
4–9 Evershade Weald scout paths Wolves and Fellstone orc scouts; good solo targets once you have Slice.
8–10+ Shaded Dunes Ashira & Smugglers camps Low-level named camps. Toma the Two-Faced drops Toma’s Signet Ring; the Shimmering Shadow Veil drops from a shimmering shadow.
8–15 Ail’Vorith caves (Deep races) Cultist warrens and patrol grounds. Jab the cultist priestesses before they heal.
10–15 Tel Ekir Ashira Outskirts Animist Wafi drops the Claws of Bonding and Scratched Armguards.
10–16 Infested Crypt tunnels, Ancient Crypt, deeper Tomb Dense dungeon pulls where Sap and Vial of Smoke earn their keep. Watch for pit traps in the Ancient Crypt.
18–27 Fallen Pass, Keeper’s Bight Dense camps for groups; Twin Blades and Stab III make you the group’s main damage.

See Where to Level in the New Player Guide for more spots, and each zone page for maps and named mobs.

11Gear to Look For

Stack Dexterity and Agility, then Strength and Stamina. For weapons, look at the damage-to-delay ratio as well as stats: Stab, Slice, Twin Blades and Rain of Steel all scale with weapon damage, so a better weapon raises almost every ability you use. From level 10 you can dual wield, so an off-hand weapon is a real upgrade. Avoid gear with big penalties to HP or Stamina — you can’t afford to lose health in light armor.

Early gear (roughly levels 1–16)

Item Slot Stats Where
Mark of the Lamplighters Jewelry AC 6, STR +3, DEX +3, AGI +3, HP +20 Rogue starter quest, Night Harbor
Mask of the Forest Walker Face AC 3, STR +1, DEX +2, AGI +1 Rogue starter quest, Faelindral
Delicate Ashira Pack Ring Ring AC 7, STR +4, DEX +5, AGI +2, HP +15 The Yowling quest (Mayana), Night Harbor
Heartplate Scout Cap Head AC 13, STR +5, STA +1, DEX +2 Eamon Kassir, Night Harbor
Moorcalf Hide Boots Feet AC 9, STR +3, DEX +3 Mila Dastan, Night Harbor
Chompers’ Hide Tunic Chest AC 10, STR +3, STA +3, DEX +3 Cheikho’s quest, Shaded Dunes
Shimmering Shadow Veil Face AC 6, STA +1, DEX +2, AGI +4 A shimmering shadow, Shaded Dunes
Claws of Bonding Primary STR +5, DEX +5, AGI +2, DMG 10/32 Animist Wafi, Tel Ekir
Scratched Armguards Wrist AC 13, STR +3, STA +3, DEX +2 Animist Wafi, Tel Ekir

Upgrades for later

Item Slot Stats Where
Vessa’s Silent Fang Secondary DEX +5, AGI +3, DMG 9/18 Vessa the Backstabber, Sungreet Strand
Nyxa’s Shadowscale Cloak Chest AC 9, DEX +10, AGI +13 Nyxa the Unseen, The Hidden Grotto
Vrax’s Needlefin Spine Primary DEX +6, AGI +8, DMG 22/26 Needlefin Vrax, The Hidden Grotto
Gale-Touched Wraps Hands AC 6, DEX +8, AGI +12 Sister Gale, Glinting Hollow
Band of Cinder Ring AC 5, STR +7, DEX +8, AGI +4, HP +10 Guillome The Accursed, Glass Flats
Blackwash’s Ledger Blade Secondary DEX +9, AGI +7, DMG 16/20 Quartermaster Blackwash, Shallow Shoals
Dexterous Wristguard Wrist AC 18, DEX +8, AGI +4, HP +10 Witchguard Hellblade, Shallow Shoals
Vessik’s Bone-Etched Claw Primary DEX +8, AGI +6, DMG 19/26 Burrow-Queen Vessik, Fallen Watch
Bane of the Twin Drakes Primary STR +10, STA +10, DEX +10, HP +50, DMG 13/24 High Master Farwyn Nyxx, Fallen Pass

Stats from our item database. Item levels aren’t published, so “early” is based on where they drop. Check that you can wear an item before you chase it, and browse the database for more DEX/AGI gear.

12Stealth, Backstab and Poisons

How Stealth works

  • Who can see you: mobs that con yellow or lower can’t see through Stealth. Mobs that con red can, and their detection range gradually returns in their front arc.
  • What doesn’t reveal you: See Invisibility no longer reveals Stealth. Only an Archer’s Flare and a Beastmaster’s Bat pets can negate it.
  • Sneak vs. Stealth: Sneak hides you while you’re behind an enemy; Stealth makes you invisible to most enemies. Sprint doesn’t break Stealth.

Backstab

Stab turns into Backstab when you’re behind the target. Since the rework, Ambush is gone and its power went into Backstab: weapon damage scaling was nearly doubled, and if you’ve been in Stealth for at least 3 seconds the weapon-damage portion is doubled again. The developers made this change because “needing to Stealth mid-fight to use an ability wasn’t very satisfying gameplay.” From level 35, the Assassin trait lets Stab and Backstab land critical hits.

Poisons

  • Snaring Poison slows movement (from level 4). Weakening Poison slows attack speed. Dulling Poison slows casting speed. Each comes in four tiers.
  • Crafting: combine venom glands, venom sacs or poison ducts from venomous creatures of the right tier with an activating agent — Soporific for Snaring, Torporific for Weakening, Deliriant for Dulling — in vials.
  • Stock up by killing spiders, snakes and other venomous creatures as you level, and keep a supply of each type.
  • The developers plan experimental poisons as undiscovered recipes, so it pays to keep experimenting.
Save your Vial of Smoke
Vial of Smoke is your one guaranteed reset: instant Stealth, all threat cleared and 5 seconds of immunity to new aggro. Always carry vials, and don’t burn it on a fight your group could have recovered from.

13Common Rogue Mistakes

  • Opening before the tank has aggro. Count to three, then Backstab.
  • Fighting from the front. Backstab only works from behind; step around the mob.
  • Forgetting your poisons. A Weakening or Dulling poison on a named mob can matter more than your damage.
  • Running out of Vials of Smoke. Restock every time you’re in town.
  • Trusting Stealth near red-con mobs. They can see you.
  • Letting casters cast. Jab interrupts and locks out that school of magic for 4 seconds.
  • Ignoring your off-hand. From level 10, a second weapon adds damage to auto-attack and Twin Blades.

14Rogue FAQ

Is the Rogue good for new players?

Yes, if you’re willing to learn positioning. You have no mana to manage, and a group makes the class easy to learn. The main lessons are staying behind the mob and not pulling aggro off your tank.

What’s the most important Rogue stat?

Dexterity and Agility, which your class already boosts by +4 each. Strength adds damage and Stamina keeps you alive in light armor.

Can a Rogue solo?

Somewhat. The rework added ranged abilities like Rain of Steel and Deadly Throw and the Gambit cooldown reset to help Rogues play solo while looking for a group. Stick to easier mobs and always open from Stealth.

What’s the best race for a Rogue?

Goblin for the best combined DEX and AGI, or Wood Elf for the highest Agility. Humans and Dwarves are sturdier starts in Night Harbor.

What happened to Ambush, Incapacitate and Double Backstab?

They were removed in the rework. Ambush was merged into Backstab, which now deals doubled weapon damage after 3 seconds in Stealth. Avoidance, Incapacitate, Low Blow and Double Backstab were removed as well.

Do Rogues use mana or cantrips?

No. Rogues are purely martial and use no magic, so they don’t meditate for mana or get cantrip slots. Your resources are cooldowns, poisons and Vials of Smoke.

Sources. The official Rogue class page, Rogue Deep Dive, Beastmaster & Rogue Deep Dives announcement; and storiesofmnm.com’s class, quest, zone and item pages. New to the game? Start with the New Player Guide. See also the Rogue class page.
Guide Type
Class Guide
Last Updated Patch
0.30 (Early Access)

Discussion

0 comments
Comments are reviewed by a moderator before they appear.

No comments yet. Be the first to share your knowledge!

Contribute

Community-maintained wiki

This wiki is built by the Monsters & Memories community. Help keep it accurate and complete — suggest corrections, add missing entries, or flag errors for a moderator to review. No account needed.

Add New EntrySubmit a new zone, item, NPC, quest, guide, or other page.
Report an ErrorFound incorrect or missing information? Let us know.

All contributions are reviewed by moderators before going live. Please keep submissions accurate and on-topic. Repeated bad-faith submissions may be blocked.