Monsters & Memories Monk, Rogue and Spellblade Guide
This guide covers three of the melee damage classes in Monsters & Memories: the Monk, the Rogue and the Spellblade. The Monk pulls for the group and can solo. The Rogue opens from Stealth with Backstab and uses poisons. The Spellblade wears light armor and channels magic through its weapon. For each class you get the kit, the races that can play it and the stats that matter. The last sections cover how melee handle pulls and threat at a camp.
By CoGM ·
The three melee damage classes compared
| Monk | Rogue | Spellblade | |
|---|---|---|---|
| Armor | No heavy armor (wiki: leather) | Lighter armor (wiki only) | Light armor |
| Races at Early Access | 3 | 8 | 4 |
| Group job | Damage, pulling | Damage, Backstab from Stealth | Damage; Arcane Spear can pull |
| Solo | Can solo (class page) | Harder than most classes | Wear the target down with Arcane Spear before melee (deep dive) |
| Pet | No | No | No (removed) |
Monk, Rogue and Spellblade players start the same way as every other class. Your starting note sends you to your class guild master, who starts your first quest chain, trains your skills and gives you new ability scrolls. Quests have no markers. Hail the NPC with H, then answer in /say with the keywords it uses. Your journal (J) keeps a record of the conversation. You scribe scrolls first, then memorize up to 10 abilities at a time.
Monk guide: the group's puller
The class page makes the Monk the group's lead puller and says it can solo. It wears no heavy armor. Feign death is its safety net. The Monk deep dive says NPCs can still come back for you after a feign, but the chance is now much lower.
| Part of the kit | Abilities |
|---|---|
| Styles | Sun, Moon, Wind |
| Pulling | Pinning Throw |
| Gap closer | Flying Kick |
| Attacks | Round Kick, Celestial Strike, Hundred Fists, Sweeping Kick |
| Stacking debuffs | Quivering Palm |
| Body Mastery | Spirit Sustenance, Slow Breathing, Falling Petal, Ascendant Body |
| Cooldowns | Perfect Focus, Cyclone Staff, Iron Fists, Ethereal Body, Mend, Stone Stance |
Monk stats. Dexterity improves your hit rate with melee and ranged physical attacks. For the Monk it also scales Round Kick and Flying Kick. A to-hit rework in the September 10 beta patch keeps extra Dexterity useful for longer.
Rogue stealth and poisons
The Rogue fights with daggers, stealth and poisons. The class page says it has the strongest invisibility of any class. There is no official armor list for Rogues; the wiki says lighter armor.
- Backstab. Stay in Stealth for at least 3 seconds and the weapon part of Backstab doubles. From level 35, the Assassin trait lets Stab and Backstab crit.
- Stealth. The deep dive says NPCs that con yellow can no longer see through Stealth. Sap works on humanoids only (Early Access patch, September 19).
- Poisons. There are three lines, Snaring, Weakening and Dulling, with 4 tiers each, starting at level 4. You combine toxins extracted from venomous animals with activating agents. The Poison Making Kit is one of the game's combine containers; see the crafting guide.
- Other abilities. Slice, Twin Blades, Rain of Steel, Deadly Throw, Escape Artist, Gambit, and Swift Strikes (a toggle).
- Not in yet. Pick Pocket is planned and will have its own loot table. Lockpicking and Disarm Traps are not in the game.
The deep dive says Rogues have a harder time soloing than most classes, so plan to group.
Rogue stats. Physical damage, melee and ranged, scales from Strength. Dexterity improves your hit rate with melee and ranged physical attacks. As of October 2026, the Rogue deep dive names no stat that scales Rogue abilities.
Spellblade guide: infusions and spells
The Monsters & Memories Spellblade is a melee class that wears light armor. The class page describes a fast-moving swordsman who sends arcane, electric and telekinetic force through the weapon. The rework removed its pet and its elemental magic.
The kit uses three infusions: Arcane, Electric and Telekinetic. Conduit discharges whichever one is active.
| Spellblade spells and abilities | What we know |
|---|---|
| Arcane Spear | Ranged; good for pulling |
| Phase Strike | Teleports you behind the target |
| Kinetic Ward | Scales with Intelligence |
| Kick | Back at level 3 since the September 30 release patch |
| Also in the kit | Infused Slash, Discharge, Maelstrom, Deflection, Implosion, Static Field, Seclusion, Aura of the Arcane |
When you fight alone, the deep dive suggests you wear the target down with a few Arcane Spears before you close to melee. The Spellblade is not on the official list of casters that keep a cantrip through death.
Spellblade stats. Intelligence scales Kinetic Ward, and Dexterity improves your hit rate with melee and ranged physical attacks. The deep dive names Intelligence only for Kinetic Ward, so it does not say whether infusion damage scales with it. The stats guide covers what each stat does.
Pulling and threat for melee
The Monk is the main puller, and Bards pull too. Tanks have their own pull tools, such as the Fighter's Challenging Arrow and the Shadow Knight's Grip of Shadow. A Spellblade can start a fight from range with Arcane Spear.
- Feign when a pull goes bad. Monks, Necromancers and Shadow Knights all have Feign Death.
- Stay standing during a fight. Sitting speeds up recovery, but sitting in combat draws threat.
- Share the zone. There is no instancing. GMs deal with contested spawns directly; reach one with /petition.
| Camp term | Meaning |
|---|---|
| Camp | Killing the same nearby monsters again and again; the most efficient way to earn experience |
| CC | Crowd control, or a camp check |
| Train | A player running for a zone line with hostile NPCs chasing them |
| KS | Kill steal |
| PH | Placeholder |
Which races can play each melee class
| Class | Races at Early Access | Later modules |
|---|---|---|
| Monk | Deep Elf, Human, Ogre | Var'nai |
| Rogue | Deep Elf, Deep Gnome, Dwarf, Gnome, Goblin, Halfling, Human, Wood Elf | Troll |
| Spellblade | Deep Elf, Dwarf, Gnome, Human | Deep Dwarf, High Elf |
The community wiki (edited September 29) says Deep Elf Monks and Spellblades start only in Ail'vorith, and Ogre Monks start only in Night Harbor. The developers say some starting locations will change before 1.0. For more, see the races guide, the full class guide, the ranged classes guide and the best solo class guide.
Find your melee a camp
CoGM is a guild manager with a Discord bot. In a Monsters & Memories guild, you can start an event from three presets. Camp has 6 seats. Dungeon also has 6 seats, and the preset notes that dungeons are open world, so other groups may be there too. Named target has no size cap, so signups stay open. Default seats are 1 tank, 1 healer, 1 support and 3 DPS.
Looking for Group is a Pro feature, at $10 a month per guild. Its M&M list covers camp level bands, zones, 13 dungeons and 13 named targets.
FAQ
Is the Monk good for soloing?
Yes, by design. The class page says the Monk can solo, and feign death gives it a way out when a pull goes wrong. Balance can change during Early Access, so treat this as the design goal as of October 2026.
How do Rogue poisons work?
There are three lines: Snaring, Weakening and Dulling. Each has 4 tiers, and you can learn your first poison at level 4. You make them by combining toxins extracted from venomous animals with activating agents.
Does the Spellblade have a pet?
No. The class rework removed the pet and the elemental magic. The Spellblade now fights with its weapon and three infusions: arcane, electric and telekinetic.
Which melee class pulls?
The Monk. The developers built it as the group's lead puller, and feign death helps it recover from a bad pull. A Spellblade can also pull from range with Arcane Spear.
Sources: official class pages and class deep dives, official races page, new player guide and development updates, official FAQ, official patch notes, community wiki (Miraheze).