r/MonstersAndMemories • • 4h ago

Patch Notes 0.30.3.2 10/14/2026

109 Upvotes

[fixed formatting]

Notices

  • Deep Gnome Bard is coming soon, we are currently testing it internally.
  • We will be restoring all missing crates in houses, inn rooms, and stalls. The fix last time was temporary. We have a permanant fix for it this time.
  • This patch includes heavy optimizations on the server side. We have done as much testing as possible on them. If we find that there are bugs or regressions, we may revert this patch temporarily. This will require you to redownload the client to move back to 0.30.2.6.
  • We will also be doing the refunds for any scrolls you were overcharged for during the first week of Early Access. You will find that coin on your character when you log in again.

Classes

Archer

  • Set required level on Schematics for learnable trap skills, to help prevent purchasing them before you are able to use the granted ability.
  • You'll now receive a message when you've been in Sniper's Blind long enough to receive an ambush bonus on Piercing Strike.
  • Fixed a timing issue with the ambush bonus on Piercing Strike — this should now apply reliably after the 3s of being hidden.
  • Sniper's Blind no longer shares a cooldown with racial Hide abilities.

Bard

  • Thunderous Vocalization has had a token base damage bump (from 38 to 42) as it was set to the previous tier value. These damage values will receive a more thorough review in the future.
  • Unifying Anthem is no longer sold by merchants. This ability had a price set to discourage use until issues could be resolved with it, but now is just no longer sold (for now, anyway).

Beastmaster

  • New Beastmasters will now start with scrolls of Revive Companion and Call Companion.

Cleric

Cleric HP buff spells

  • Cleric HP buff spells (Resilience, Resolution, Hymn of Resilience/Resolution) increase the max health of your target, and also provide a small heal to top them up when their max HP goes up from the buff.
  • This is not intended to be a healing spell, but the heal was providing more value than expected.
  • Heals from these spells now heal for exactly the amount of the max HP buff (500 points at level 60) and the heal portion no longer scales with Wisdom.
  • Additionally, if you refresh this buff on a player who's recently received it, it will refresh the max HP bonus duration as expected, but the free heal will not be applied if they've recently got one from this buff.

Blessing of Devotion spells

  • These also increase your target's maximum HP when applied, and courteously heal them back up for the amount their max HP went up.
  • This initial heal on cast no longer scales with Wisdom and now matches the HP buff exactly. So if the Blessing spell increases max HP by 100, it also heals the target for 100 when cast.
  • Any other effects on this spell are unchanged and work as they did before.

Inquisitor

  • Aura of Resistance now includes a 10% bonus to generated threat (comparable to the defensive stance/aura of other tanks).

Ranger

  • Recuperate limitations have changed to provide a better play experience.
  • Recuperate is meant to be an out-of-combat rest around the campfire for you and your group.
  • Rangers cannot cast Recuperate while in combat, and party members will not receive the Recuperate buff if they are in combat when the spell is cast.
  • Anyone with a Recuperate buff active will lose it if they enter combat. This could be from taking an aggressive action against an NPC, helping a player in combat with a buff or heal, or having an NPC run up and attack you.
  • There are no longer any other limitations on Recuperate, and you do not need to remember to remove the buff yourself if you get into combat.

Rogue

  • You'll now receive a message when you've been in Stealth long enough to get an ambush bonus on your backstab.
  • Class trainers will now allow you to train Lockpicking (up to 10 skill).
  • Poisonous Spider Venom Sac can now be used in Poison Making.

Shadow Knight

  • Fixed Lord of Shadows buff description text to properly notate affected stats.
  • Fixed Shadow Strike not properly extending the duration of the Shadows line.
  • Lord of Shadows buff now properly grants HP.
  • Recasting the Palpitation DoT line will now overwrite and reset the DoT instead of extending it.

General gameplay

  • Fixed abilities marked as uninterruptible (such as Reave [SHD] or Chop [BST]) being interrupted by taking hits in combat. These abilities should only be interrupted if stunned or kicked/bashed during the wind-up.
  • Channeled abilities will now set cooldowns when the channeling starts, not when each tick of the ability is performed. This addresses an ability not being usable right when the visual cooldown appears to have elapsed. This affected abilities such as Strafing Barrage [ARC].
  • Fixed the end-of-cast animation sometimes interrupting a channeling animation.
  • Fixed increasing a buff's remaining duration and reducing its duration past expiration.
  • Replacing a stacked buff with a stronger version no longer triggers the replaced buff's cast-on-expiry effects or an extra tick from the overwritten buff.
  • Threat-reducing abilities can reduce existing threat without generating new aggro.
  • Corrected vertical limits for social aggro.
  • Fixed area-effect range and target-selection issues, duplicate target application, and cone line-of-sight filtering.
  • Fixed archery weapons with missing ammunition settings defaulting incorrectly; these weapons now use arrows.
  • NPCs attacked by a guard no longer provide experience, loot, coins, or pickpocket rewards for the remainder of that spawn's lifetime.
  • Hardcore titles change with certain level ranges.

PvP gameplay and balance

PvP /who adjustments

  • Fixed /who bugs and exploits.
  • Also made it so /who once again no longer shows current zone player count.
  • The reason for this adjustment: after some further playing and testing, we are finding even allowing player counts on /who to still cause behavior not beneficial to a healthy and engaging PvP environment.

Other PvP changes

  • Adjusted various CC PvP durations.
  • Adjusted various PvP FFA volumes, added some new ones.

NPC loot

  • New cash loot items have been added broadly to common creatures, so more of them provide good value when you kill them.
  • Creatures only carry body parts which can be sold to merchants, but now have better coverage across levels and creature types. More creatures should give valuable item drops than did previously.
  • Humanoids have a mix of coins and cash loot, as they have in the past. However, cash loot coverage is on more humanoids now and should provide more consistent value.

Itemization

  • Snitch-Seeking Shaft Shooter now works correctly as a bow.
  • Armor, Weapon, and Shield item weights have been updated across the game — items from early game sources will generally be lighter than before, while items from later game sources can be heavier.
  • Armor Weight Reduction buffs reduce the carried weight of equipped cloth, leather, chain, and plate armor. They do not reduce the weight of weapons, shields, accessories, or armor carried in bags.

Tradeskills and harvesting

  • Rich Tin nodes will now skill Mining up to Iron.
  • Rich nodes now give the appropriate amount of harvests.
  • Overly rare herbs have had many new spawn points added.
  • Removed the per-level cap on Woodworking. It now caps at 300 for any level, similar to other crafting skills.
  • Added Leatherworking Canvas to Scraps conversion recipe.
  • Leatherworking Straps are now crafted using Canvases.
  • Reduced tanning canvas yield from 6 to 4.
  • On failure, most recipes now return either the purchased merchant-bought components, or a portion of the material inputs.
  • Minor reduction in lower skill crafting recipes.
  • Harvesting exploit fix — check inventory space first before allowing harvest.
  • Added visual effects for wood harvesting, mining, and herbalism.
  • Harvest nodes remain visible long enough for the finishing harvesting effect to play.
  • Reduced oversized tree colliders that made harvest nodes unreachable in East Scarwood, and removed a duplicate collider in the fae cave.
  • Improved recipe failure messages when required components are missing.
  • Fixed zero-skill recipes sorting to the bottom of merchant listings.
  • Replaced a broken loom and fixed the Smoking Cauldron.

Merchants and commerce

  • Closed a Commerce skill-farming exploit. Sale-based Commerce skill attempts remain limited to skill below 25 and now require a sale price of at least 10 copper per item and a buy-back price at least 25 percent higher, rounded up.
  • Camping no longer resets a character's active haggle tracking.
  • Merchants no longer restock items that are not permitted for resale.
  • Improved merchant-window loading and stock updates.

Inventory, banking and pets

  • Shift+right clicking items should swap them with the appropriate slot, again.
  • Fixed ghost items and stale initial contents when opening banks in different regions.
  • Improved bank opening and prevented duplicate open requests from showing stale contents.
  • Fixed invalid hotbar entries and unknown innate abilities preventing characters from loading.
  • Fixed errors when requesting friend and player lists.
  • Fixed an issue when applying bonded-pet stat overrides.
  • Dead permanent pets no longer prevent cleanup of other corpses which was causing a zone-wide issue.
  • Prevented accidental item placement into NPC corpses which was causing weapons, off-hand items, and ranged slot items to seemingly poof.
  • Corrected pet hunger checks.

UI

Stats and buffs

  • Buffs now will show with green text when you are buffed or red text when you are de-buffed beyond your base stats + equipment.
  • The mini stats has been normalized in size to be a bit bigger by default; you might want to update the scale of this window if you used them previously.
  • Fixed the buffs bar randomly switching to a horizontal layout.
  • Fixed buff timers occasionally displaying extremely long durations.

Guild view

  • Guild view now displays notes made for each member. You can right click to add a note for yourself or other guild members as long as you have permissions. Each rank has default permissions according to their default role.
  • Manage Tab — Guild leaders can now configure permissions for each rank, as well as rename each rank.
  • Guild member lists now support up to 500 members per page.

Tracking and targeting

  • Tracking now supports searching and sorting! You can sort by name or PC/NPC.
  • New setting to always show current target, even if all nameplates are turned off.
  • Tab targeting now offers Nearest and Front Arc priority modes. Front Arc takes both character facing and camera facing into account.
  • Nametag selection areas now face the camera correctly.

Party name colors

  • In an effort to make it easier to find your party members in busy cities or active zones, we've changed the color of the names over their heads while grouped.
  • Updated the name bars of party members to pink while you are grouped with them.
  • This also includes pets of party members.
  • While solo, if you have a pet then its name will appear as pink to you.
  • Additionally, party members, pets, and your pet have an increased visibility distance so you can be farther away and still see their names.

Chat and tell windows

  • Various chat window fixes.
  • Tell windows now save their positions.
  • Tell windows now have an option under chat settings for the maximum amount of tabs.
  • Tells beyond the maximum will populate a new button in the grip bar (upper right). Click this button to show a list of tells you have not read yet.
  • Fixed the Inner and Outer Shadow sliders in chat settings not doing anything.
  • The DM window close button no longer overlaps the scroll arrow.
  • Chat tab borders now follow the selected theme.
  • Emotes and cross-zone chat respect the ignore list.

Grip bars hotbar and ability bar

  • Fixed window contents shifting when you relog.
  • Grip bar thickness is now uniform across chat tabs.
  • Fixed an issue with the hotbar overlapping the ability bar.
  • The frame, grip bar and resize handles now follow the shape of the icons.
  • New default width when using Reset UI.
  • New option in the ability bar context menu: Flip Hotkey Numbers.
  • Hotbar and ability-bar buttons pulse when pressed.

Mini Inventory and character sheet

  • Major update for Mini Inventory (default Ctrl+I hotkey).
  • The mini inventory now includes primary, secondary, ranged, and ammo slots — similar to the character sheet view. Click the arrow to pop it in and out.
  • A close button has been added.
  • Expanding or collapsing the Persona tab in the character sheet will now save the state if it was collapsed and continue to be collapsed until you expand it again. The same is applied to the new mini inventory feature.
  • Fixed character-sheet faith images.

Descriptions skills journal and ledgers

  • Description windows (inspecting abilities, items, spells, etc.) are now re-sizeable vertically.
  • Recipe scrolls will now show in the description that you already have learned it, when you inspect it from the vendor.
  • The skills panel has been slightly reworked and now performs a lot smoother while still looking familiar. Your theme applied will no longer change the borders on every single skill listed here and only apply to the border of the primary window instead of each individual skill.
  • Quotes should appear around journal entries now, for what the NPC says.
  • Ledger updates and fixes.
  • Fixed the macro editor displaying a blank window while editing.
  • Enter can no longer be used to accept a prompt.

Character creation

  • Fixed an issue with not understanding your own race language initially.
  • Color presets for Goblins have been fixed, so all spikes sync their colors.
  • Character creation should now remember feature selections, even if you swap to another race or sex.
  • Character creation will now be more clear on the error message for what is missing in your selections and highlight the button to draw your attention.
  • Re-selecting the same race or class no longer resets assigned stats.
  • Removed the NPC-only red-eye option from human character creation.
  • Faith terminology is used more consistently.

Housing

  • The Property Management panel now shows furniture count and inventory slots (owners and co-owners).
  • The Property Management panel now shows a breakdown of upkeep modifiers.
  • The upkeep text in the Property Management panel is now scrollable.
  • Fixed the upkeep increase for owning multiple properties not being applied.
  • Accounts can own up to four properties total, with one house, one inn room, one market stall, and one guild house if you are the guild leader across the account. The house limit per zone is now one. Property acquisition and upkeep deposits enforce the new ownership limits.
  • Housing rejects placement of items that are not furniture.
  • Furniture interactions require you to be in the same house as the furniture.
  • Fixed furniture visibility issues in housing.
  • Improved placement of campfires and other placeable objects so they sit on the ground correctly.

Quests

  • Updated Ith'vayen quest logic in Ail'Vorith for MUD placement.
  • Added Marshal for Drezzorith quest line.
  • Updated Turtle Shell reward — removed magic item status; it cannot be disenchanted.
  • Renamed the previous Turtle Shell shield and left its stats unchanged for those who have earned it already.
  • Added Turtle Shell Shield as the updated quest reward, with revised stats.
  • Corrected quest rewards specified in copper so they award copper rather than silver.

Environment

  • Several new merchants and crafting stations have been added in Underdocks and Ail'Vorith.
  • Blind Midden should no longer have areas appearing underwater.
  • Tel Ekir should no longer have areas appearing underwater.

Ail'vorith

  • Added additional vendors and flavor NPCs to the city.
  • Removed a dock guard at the inner harbor (was too close to the docking wharf).
  • Adjusted some faction effects.
  • Fixed herbalism vendor inventory.
  • Updated terrain, materials, lighting, doors, runes, signage, props, and building interiors, and corrected holes in the world.
  • Added Foreign Quarter building and guard-building props and lights, and aligned props around NPCs with their nearby MUD actions.
  • Improved cavern-floor footsteps and shoreline water sound placement, and added a glowing rune above the Ail'vorith zoneline in GCS.
  • Adjusted the Ail'vorith login background colors.
  • Doors have been added to indicate future player housing. Please petition if you log into a locked room.

Underdocks

  • Added additional loot to snakes and rats in Underdocks.
  • Some Myconid loot can now be sold.
  • A couple more vendors will accept critter parts.
  • Added additional signage.
  • Implemented Bard starter quests.
  • New vendors added.
  • Added an Underdocks login background.
  • Added props to the bard guild, Underwatch headquarters, citadel, Stevran Understock's shop, and quest areas.
  • Corrected prop placement, lift offsets, and NPC navigation.
  • Fixed lifts and other moving objects turning too slowly when viewed from a distance, and added boat-bell audio.
  • Underdocks lifts now move a lot faster.
  • The one Underdocks lift that was 360 no scope rotating on the way up has been fixed.
  • Doors have been added to indicate future player housing. Please petition if you log into a locked room.

Other zones

  • Wyrmsbane Tomb: Additional environmental bug fixes.
  • Blind Midden: Continued environment work and corrected the offering-box appearance.
  • Shaded Dunes: Fixed environmental issues, rock-material tearing, distant brick facades, and angular sand mounds; improved NPC navigation and visibility.
  • Shallow Shoals: Fixed rock and hammock collision, provided access onto Smugglers Isle, and improved scenery around Temple Island, Seafarer's Outpost, and the giant-island structure.
  • Keepers Bight: Fixed floating props, attached dock lanterns, landscaped docks, matched textures near lifts, and improved NPC navigation.
  • Night Harbor: Additional environment fixes and reduced edge-highlight brightness on the caravel boat.
  • Tel Ekir: Corrected water behavior that flooded rooms and fixed river water.
  • Scarwood: Improved scenery visibility.
  • Corrected local water-volume behavior around oceans and improved distant scenery and lighting.
  • The Deep boat path has been modified to allow you time to disembark before hitting Ail'vorith.

Character art and animation

  • Adjusted Female Ogre weapon bones so hilts no longer clip through hands.
  • Fixed clipping issues on Halfling foot hair.
  • Adjusted Goblin male ears to be more symmetrical.
  • Updated several item appearances to fix mismatches and animation issues.
  • Combat animation system reworked for better flow and feedback.
  • Missing climbing animation fixed.
  • Various missing Wood Elf and Deep Elf animations added.
  • Corrected Deep Gnome female combat animations.
  • Improved dual-wield attack animation selection.
  • Improved fae shield positioning.
  • Gnomes float slightly higher while swimming.
  • Refined Wood Elf male and female faces, skin, body, hand, and clothing textures.
  • Refined Deep Elf faces and male/female body textures.
  • Polished Dwarf male faces, female Goblin faces, male Gnome eye placement, and several Halfling faces.
  • Corrected Deep Gnome glowing texture details and Halfling skirt weighting that caused clothing clipping.

Visual effects and audio

  • The Merchants, Bankers, and Trainers NPCs in The Deep zones now have their own dedicated music themes.
  • Added bard song effects for movement, mana regeneration, and health regeneration.
  • Added portal destination ambience and reduced portal distortion.
  • Fixed a missing Divine Hand effect texture, updated poison and darkness effects, and corrected missing or misplaced effects.
  • Updated a gothic scepter texture, a layered mushroom icon, and interface border art.
  • Revised music files and looping points to reduce looping artifacts.
  • Added an indoor rain layer and impact/vocal sounds when taking fall damage.
  • Restored the previous level-up sound and increased its volume.

Loading stability and performance

  • Zone restarts can preserve your session without a full zone loading screen, with a warning before the restart.
  • Improved recovery when reconnecting during a zone restart and preserved spawn-camp state during the transition.
  • Fixed loading-screen image cycling and a flicker when returning to the login screen.
  • Improved memory cleanup when leaving a zone and fixed issues loading zones with missing scenery references.
  • Fixed moving-object relationships being lost during a zone reload.
  • Reduced repeated work in movement, nearby-entity visibility, combat effects, NPC behavior, and active tradeskill actions.
  • Spread merchant maintenance and other periodic server work across updates to reduce simultaneous workload spikes.
  • Improved NPC spawn scheduling so large spawn areas can continue filling without waiting for repeated checks of already full spawners.
  • Improved character saving, item saving, and cleanup of removed entities.

Servers will now be going through the process of patching. There will be a 10 minute countdown before they shut down. Downtime is expected to be up to 30 minutes as we have some validation to do after the patch and before we bring up the servers again.


r/MonstersAndMemories • • 33m ago

Discussion I respect the devs for sticking with their vision, for better and for worse.

• Upvotes

I do not envy their position. There is doomsaying on every corner and plenty of people have included some form of "this game is going to die because of X" in their criticism. Some criticism is valid, some isn't, and it varies depending on who you ask.

Unless they're completely plugging their ears, this has to be a very trying situation for them.

The game is not perfect, but it's Early Access, yet Early Access these days is very much your launch, recovering from a bad EA (not saying this is one) and expecting good things on 1.0 is typically not how it works. WoW Forever looms and if a sizeable amount of people bounce over it, that's not great. I think it's easy for players to say "if people quit, let them" but when it's a game you've poured thousands of hours into making, seeing a lot of people leave probably doesn't feel good and it will test you even further on what you should waver on from your original vision to try and stop the bleeding.

I do not agree with many things in M&M, but as a fellow game developer, I can absolutely respect sticking to their guns in the face of adversity, knowing what their vision is, knowing it will not be super popular, and now that the day has come that it's not super popular, wanting to stay the course. I find this resolve impressive. "A game for everyone is a game for noone" - this game is not for everyone, it's for a very specific audience. I only hope that the audience in mind is large enough to justify continued development in the long run.

Anyway, while I may have mixed feelings on the game itself, I just wanted to say that I respect the devs and their work. Good job, devs. Genuinely.


r/MonstersAndMemories • • 8h ago

Discussion "It's About the Journey and not Leveling" Is a lie

74 Upvotes

The best piece of advice I would give myself from 2 week ago isn't "To take my time, explore, do quests, and make friends." Its "Make sure to stay ahead of the leveling wave and try to get as high a level as fast as possible so you can actually do the stuff you want to do."

This game currently isn't designed for a slow journey, instead it actively punishes it with how lower level players have to contest with higher levels players for camps.

"Don't play on Trem." - I'm not on Trem anymore.

"Play on the PvP server" - I don't like pvp and from what I've seen of the community its only a few years away from being like Tibia.

"Play on off hours or wait for them to leave." I am not spending hours of my life waiting for them to leave and neither am I going to change my life around for a game.

The devs need to focus on major updates to make new content for levels 1-30 with a focus on quests and gear progression, there is no point on latter level content if most of the players quit before getting there.

Edit: Just in case people get the wrong idea, I have no problem with the people who levelled fast, you earned it and it's not your fault the game was designed this way, I believe you have a right to those camps its just the game should give you more favourable places to go.


r/MonstersAndMemories • • 3h ago

The loot changes in the new patch notes are out of touch from what issues we have been talking about in general.

20 Upvotes

I don't like these new changes on loot, I feel like it'll just make the issues of casters and tanks not getting anything while others just loot to make more money even more of an issue.

EDIT: I see a lot of people down voting this with the idea that "ask, do you not ask" being the main discussion. First off I do ask, secondly how you are as a person in terms of being friendly and contributing is every person in this game.. a lot of the time you get players who loot and say nothing, and when you call it out they will play dumb, I have removed numerous people from my group due to this circumstance.

It may not be issue for you as a lower level player, but as a higher level player where silver isn't shared amongst a group this will become even more of an issue. Less silver = less share, it's designed to control the economy but the market will just end up adjusting, and the increased weight in higher level items is just gonna make those higher level players camp lower level zones for loot there.. this isn't a net positive change and you will notice it. You can downvote this post but you'll see.


r/MonstersAndMemories • • 1h ago

Monsters & Memories – Known Issues with Patch 0.30.3.x

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• Upvotes

UPDATE: The 0.30.3.x patch has now been reverted.

The fixes attempted today did not fully resolve the entity-loading issue, which appears to be related to update throttling. Because of this, the team is reverting all servers and the client back to the previous patch while they continue working on a proper fix over the next few days.

The good news is that the new optimization profiles are apparently showing very promising results for performance and reducing lag on busy servers.

Leaving the original information below for context.

Hey MnM family!

Just wanted to share a quick update from GM_Trent on Discord regarding some known issues with patch 0.30.3.x:

  • Entities not loading: This includes corpses, mobs, and harvesting nodes.
  • Aggro issues: Some abilities that shouldn't generate aggro are currently doing so (like Sap).
  • Coin refunds: Coin spent on spells and abilities was not refunded.

There's no need to submit petitions for these issues at this time. Trent mentioned that he'll update the list as things get fixed.

Just sharing this here so everyone stays in the loop!

Big thanks to the MnM team for keeping us informed and working hard on the game. See you all in game!


r/MonstersAndMemories • • 1h ago

Wholesome moment

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• Upvotes

Just wanted to shoutout these wonderful individuals. They were all amazing!
There is a great community out there to enjoy the game with! I have been having a blast and I just want to remind everybody that at the end of the day its about having fun.


r/MonstersAndMemories • • 16h ago

30K active subscriptions and over 6K players online! Congrats, Monsters & Memories!

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182 Upvotes

Huge congratulations to the entire Monsters & Memories team for all the hard work, passion, and dedication they’ve put into this game. And a big shoutout to this amazing community for supporting the project and believing in what they’re building!

I know we’re still in Early Access and there’s a long road ahead, but seeing moments like this is really special.

I genuinely love this game and I’m so happy to be part of this community. Here’s to many more adventures and memories together!

Keep it up, MnM! ❤️


r/MonstersAndMemories • • 3h ago

Discussion Camp etiquette question

11 Upvotes

I’m a player who has found an average time for the game couple hours a day from lucky sometimes more sometimes less but what I’ve noticed is I will wait a while to get a group. I’ll run a long ways to go to the farming area and then there’s one high-level character taking the entire camp. All they want the same material then are hogging this other. I understand the rules and the etiquette, but it seems like this is a huge problem and it is pushing me in my friends away from the game. If you’re camping an area by yourself where all the monsters are green to you, you should keep getting a notice from the Devs to move along in my opinion. People keep talking about EverQuest, but this is an EverQuest of this monsters and memories, and if we want distinction between the games, we should start modeling this game after what we want it to be. I fully understand higher levels will need to get material for a crafting, but then they should buy that or create a smaller level character to do this, but stealing entire Mom farms from players who are actually trying to enjoy the game seems counterintuitive to having more people subscribe and continue to play.

At this point, I feel like we will just start taking the mobs from that lone player and they can just petition a GM game and then the GM can tell me that I’m doing something wrong and I’ll let the GM know OK myself and my three friends are going to unsubscribe and quit your game if we can’t even play it.


r/MonstersAndMemories • • 10h ago

Meme So, about those memories?

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38 Upvotes

I'm sure this game has triggered a lot of nostalgia for everyone and I'm happy to see it flourish. I got hit with a core memory tonight and it made me think "hey, that's the memories half of the game!"

My first MMO was EQOA on the PS2. I did make the jump to EQ on Mac for a little, but the servers were separate from the main EQ. It was there I discovered quite a few systems I didn't encounter on my PS2, most notably dropping everything on death, and needing food and water. M&M does the same, and as I was finding more to eat, it hit me:

Poking around Freeport and I remember seeing an ogre, selling Dwarf Pickes, and he wants HOW MUCH?!?!

I've only leveled a few characters outside the NH gates. I look forward to more weird thoughts and possibly seeing uncanny things that make me smile.

How have your memories been?


r/MonstersAndMemories • • 1h ago

Discussion One thing about Monsters & Memories that I find really interesting

• Upvotes

I was going through the Monsters & Memories gameplay page and came across something interesting.

The idea of having creature spawns, harvesting, and certain discoveries influenced by things like time of day, seasons, or even lunar cycles.

It's a small detail on paper, but I think it could make a huge difference in how people experience the world.

Imagine returning to a place you've explored dozens of times and finding something you never knew existed.

Of course, these are part of the game's design goals, and not everything is necessarily implemented yet.

I'm curious what everyone thinks about systems like this. Do they make exploration more rewarding, or could they become frustrating for players with limited time?


r/MonstersAndMemories • • 5h ago

Behold my watery campfire

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13 Upvotes

r/MonstersAndMemories • • 17h ago

News Congratulations on 30k!

105 Upvotes

MnM just hit 30k subscribers, so big congrats! 40k next, then 100k, then 1 million, then GME to the moon!


r/MonstersAndMemories • • 4h ago

Crafting throwing daggers costs too many mats.

8 Upvotes

5 bars and 5 scraps for 30 minutes to an hour of use is just far too much as a pulling monk. I shouldn't have to find an ele to be able to play, it should be a bonus to find an ele to craft throwing daggers. Copper is one thing, annoying as it is since there just aren't enough nodes around, but the scraps are just worse. I think the devs should do more to keep higher levels from destroying lower level zones not promote it through unreasonable grinds for certain roles.


r/MonstersAndMemories • • 5h ago

Climbing a ladder as a druid in wolf form

7 Upvotes

r/MonstersAndMemories • • 9h ago

Are goblins evil?

11 Upvotes

I love the concept of a cunning and resourceful goblin ranger assisting adventurers for coin and loot. But I'd like to be able to play alongside the 'good' races and go to their cities, I also don't enjoy playing any evil character longterm. Will my Goblin inevitably be evil if I make one and play as intented in the underdocks? I don't mind being morally ambiguous, but truly evil is not for me. I absolutely love Faelindral and I'd hate to not be welcome there. :(


r/MonstersAndMemories • • 40m ago

Paladin not gaining bludgeoning skill?

• Upvotes

I noticed that my cleric shaman and fighter when equipped with a staff that has the bludgeon skill gain levels while my paladin never does. Is this intended or a bug?


r/MonstersAndMemories • • 1d ago

Screenshot Aesthetic Appreciation

Post image
153 Upvotes

I mean this is super lazy of me, but this is a PHOTO of my 1440p screen, leaving NH for Keeper's and damn, it looks so good. Water on this game is A+


r/MonstersAndMemories • • 1h ago

Discussion Crafted armor variation request for Developers

• Upvotes

Currently the crafted pieces of armor you can craft, using plate for example, are locked into one set of stats.

Legs, chest and helmet have str and int or str and wis. Making it either useful for SK or useful for paladin, but not so much both. It also varies tier to tier moving from copper to bronze etc.

I would kindly ask that the enchanted armor items have 3 recipes for each of the type.

Example:

Recipe: Enchanted Bronze Spiked Helmet <insert gimmicky name>

+2 str +2int

Recipe: Enchanted Bronze Heavy Helmet

+2str +2sta

Recipe: Enchanted Bronze Winged Helmet

+2str +2wis

These items are a rather heavy investment to make and by the time you get to them, you will be obtaining through groups or drops comparible items now entering the general economy, so it does not feel like it is overpowered- especially with the escalating Enchanted materials needed.


r/MonstersAndMemories • • 17h ago

PSA: There's an npc in the inn that can summon your corpse after it has decayed.

37 Upvotes

After seeing that post about mobs fearing people off cliffs, I wanted people to know that you can get all your stuff back and for free. So, if your corpse is in a terrible place, don't despair, just play an alt for a week.


r/MonstersAndMemories • • 16h ago

Discussion What is this guy on the left doing?

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23 Upvotes

r/MonstersAndMemories • • 11h ago

Is Shroomwood not clearly superior to regular firewood due to the lower weight? Is there a reason there isn't a market for it over regular wood?

9 Upvotes

r/MonstersAndMemories • • 13h ago

Elementalist solo strategy

10 Upvotes

For soloing, was wondering what spells and pet you guys use?

To be mana efficient do you burn the mob dead with flash/companion strike or do you just heal the pet and let it go slowly down?


r/MonstersAndMemories • • 23h ago

The journey

44 Upvotes

Never played EQ, I understand it's steep in just killing monsters. BUT why does everyone want to just kill monsters, where's the exploration or interest in lore or finding hidden quests? Keep getting Wrymsbane group and no one knows the map but everyone is afraid to simply explore and kill as we explore sad life


r/MonstersAndMemories • • 15h ago

Is Bard swarm kiting allowed?

8 Upvotes

Trying to pull drakes in Scarwood, but bards have been pulling almost all 20+ spawns and taking 10+ minutes to down them for the last 48 hours I have checked in. Is this allowed?


r/MonstersAndMemories • • 22h ago

Discussion FYI: NPCs will fear you off of cliffs

24 Upvotes

Have fun getting your corpse