Player versus player combat in Monsters & Memories is a server ruleset rather than a switch on a character. One of the six Servers scheduled for the Early Access launch on October 1, 2026 is a PvP server, and everything below applies there. The rules themselves have been built up patch by patch on the beta PvP server since May 2026 and are described here as they stand in the current beta build; the developer has said several of them are experimental and subject to further iteration.
The launch server
The official Early Access FAQ, updated September 15, 2026, lists the PvP server as US PvP (no boxing), named Kravvin, under the God of Slaughter. A developer post on the official forum states that the PvP server is physically located on the North American East Coast. No second PvP server, and no roleplay or free-for-all variant, is on the launch list; an older answer on the developer's account portal says other rulesets such as roleplay or free-for-all PvP are in consideration and depend on population, polling and feedback.
The beta PvP server is a different machine. The PvP Play Nice Policy names a PvP server called Haradrel as its example, and the developer's public server metrics page lists it as Beta Server PvP (No Box). Haradrel is a beta server name, not a launch server; characters from the beta servers will not carry over to Early Access.
Ruleset summary
An older ruleset answer on the developer's account portal describes the Standard PvP ruleset in three lines: boxing is not allowed, enforced through IP checks and Game Masters; the Play Nice Policy applies in a limited form; and contested encounters use a damage race, meaning the player or group that deals the most damage takes the kill, where the PvE rulesets use a first to engage system instead. That answer predates the September 15, 2026 server list, so the server names in it are not current, but the September list still marks Kravvin as no boxing. Separately, a beta patch on August 4, 2026 stated that raid NPCs are no longer locked to first to engage on any server and instead follow regular corpse loot rules, with a shout or emote announcing who engaged first.
Minimum level and brackets
The minimum level for PvP was raised from 2 to 4 in Beta Patch 6 (June 7, 2026), which the note explains as easing new players into the game before a time-based protection arrives. Since Beta Patch 0.30.0.0 (September 19, 2026), anyone below level 4 shows a blue nameplate to mark them as out of range unless they become free-for-all flagged, and while a character is below the threshold everyone above it shows in the higher-level orange-red.
Who can attack whom is decided by level brackets, introduced in the same June 7 patch, and the check always uses the lower-level target's bracket.
Bracket | Attackable range |
|---|---|
Levels 1 to 9 | Plus or minus 2 levels |
Levels 10 to 19 | Plus or minus 4 levels |
Levels 20 to 29 | Plus or minus 6 levels |
Levels 30 to 39 | Plus or minus 8 levels |
Level 40 and above | Plus or minus 10 levels |
PvP statuses
Four statuses govern who is attackable, introduced on June 7, 2026 with placeholder icons and visible through Sense Magic. Since Beta Patch 7 (July 2, 2026) they persist across zones and logins and carry descriptions and timers.
Status | Trigger | Duration in the current beta build |
|---|---|---|
PvPAggro | Performing a harmful action on another player | Originally 2 minutes, refreshing on each aggressive action. Since July 2, 2026 it lasts at most 60 seconds at full stacks; a defender who strikes back receives only 10 seconds per attack or ability, up to the 60 second cap. Since Beta Patch 9 (August 20, 2026) attacking a target who already has PvPAggro adds none |
PvPFFA | Performing a beneficial action on a player outside your level range, or standing in a free-for-all volume | 3 minutes, refreshing on each beneficial action. A flagged player can be attacked by anyone of any level but can still only attack within their own range |
PvPOptIn | Choosing to attack a higher-level player outside your range | 5 minutes. Since June 17, 2026 it requires a manual cast through /pvpoptin; since July 2, 2026 it can also be toggled from the health bar's right-click menu (PvP, then Toggle Higher PvP) or with /togglehigherpvp, and a second use opts out instantly |
PvP Off | Standing in a PvP suppression area | For as long as you remain in the area |
Names, colours and consider
Player names are recoloured on the PvP ruleset according to whether they can be attacked: red means within range or otherwise attackable through PvPFFA or PvPOptIn status, orange means higher level and outside range with the option to opt in, and blue means not attackable. The pink variant for roleplayers was removed on September 19, 2026, and the same patch added a cyan or teal colour for guild members who are not in the party. Consider text on flagged players uses white for within range, red for out of range and higher, and green for out of range and lower, with extra wording beyond a 10 level gap; blue and yellow consider colours for a 1 to 3 level difference were added on September 19, 2026.
Tracking, /who and friends
Tracking another player gives that player a vague periodic warning, and player tracking range is normalised so that, at maximum skill, it is roughly a third of a Ranger's full range, half of a Druid's and two thirds of a Bard's. Since June 17, 2026 tracked players appear as a race and the word Player, for example Ogre Player, and since July 2, 2026 that anonymised form is used only for players outside your group or guild. The ruleset can disable the /who query; since June 17, 2026 the disabled form still reports the total number of players online and answers guild, friend and looking-for-group queries, and since Beta Patch 10 (September 10, 2026) /who on the PvP server shows the current zone's player count. The friends list is mutuals only, so a friend shows as online only when both players have listed each other. Anonymous and roleplay flags hide a player's zone in the group finder.
Mitigation, hit chance and resists
Damage between players is mitigated by an innate scaling percentage. The values have been revised three times and the current beta values are the June 17, 2026 set; the September 10, 2026 patch added a burst threshold on top without publishing figures.
Patch | Mitigation rule |
|---|---|
0.24.0.0 (May 5, 2026) | Innate PvP mitigation introduced: 10 to 35% reduction on damage over time, 25 to 50% on attacks, abilities and other spells, scaling from level 1 to 60 |
0.25.0.0 (June 7, 2026) | Global mitigation by type, starting at level 20 and scaling linearly to 60: player attacks and abilities 5 to 25%, pets 20 to 50%, non-DoT spells 5 to 40%, DoT spells 5 to 25%. The level-difference bonus and penalty on auto attack and ability damage was removed |
0.25.1.0 (June 17, 2026) | Mitigation begins at level 10 instead of 20: auto attacks and martial abilities 10 to 33%, direct damage abilities and procs 10 to 50%, damage over time 10 to 33%, pets 20 to 40%. Physical and martial abilities keep only 25% of their innate hit bonus |
0.29.0.0 (September 10, 2026) | Values adjusted again and a burst threshold added to smooth spiky damage in the mid to late game |
Hit chance and resists were flattened across levels so that spells can land at any level. The May 5, 2026 patch gave roughly 1% resist bonus per level of difference with a clamp of 85% and left closely matched players at about a 60 to 70% chance to hit. Beta Patch 8 (August 4, 2026) capped the hit bonus for a low-level attacker at about 15% at a 25 level gap (down from about 22%), set the minimum resist chance to 1% and the maximum level-based resist bonus or penalty to about 50%, and worked an example: a level 40 attacking a level 60 now carries about a 33% penalty to land while the 60 gains about a 16% bonus. The same patch made resistable abilities with no element (Purge, Intimidation and the like) use Magic resistance in PvP and made all dispels and purges random. Since September 10, 2026 the maximum hit chance for attacks is 96% and Agility and Dexterity matter at high level.
Diminishing returns and crowd control
Crowd control on players is subject to diminishing returns. Since June 7, 2026 an effect can land 3 times before immunity (down from 4), with each stack cutting the duration by a third. The window was rebuilt on September 10, 2026 to fix early immunity, taunts were placed on the same 3-strike rule, and the Inquisitor's Psychic Choke was changed to a quarter-second stun per tick with no stun diminishing returns. On September 19, 2026 the immunity window moved from 18 to 21 seconds, short soft control such as snares and effects from pets or procs came off the list with lower PvP durations, and the Shadows snare line got its own group. Fixed PvP durations recorded in the notes include 8 seconds for Fear (down from 10, June 7), 8, 12, 16 and 20 seconds for the Enchanter's Mesmerize tiers, 12 seconds for the Bard's Somniferous Serenade and 8 seconds for the Archer's Smoke Bomb Arrow (all June 17). Since July 2, 2026 melee attacks from players no longer cause channelling failure on other players, an experimental change aimed at healers, and the Fighter's Charge and the Druid's Gust of Wind no longer add stun diminishing returns.
Taunts in PvP
Beta Patch 9 (August 20, 2026) gave taunts effects against players, and since September 19, 2026 a taunt that swaps a target briefly prevents re-targeting.
Classes | Effect on the taunted player |
|---|---|
Forced to face the taunter and hit with a short snare | |
Forced to swap target to the taunter | |
A debuff on both sides: the taunter takes 10% more damage and the target deals 15% less for the duration |
Guards
City guards police PvP. Since June 17, 2026 a guard aggroes a player carrying PvPAggro under three conditions: the aggressor is within the guard's aggro range, the defender is within the guard's social range when struck, or the aggressor comes within a guard's aggro radius after attacking a player who is not factionally kill-on-sight to those guards. The note's own warning is that a PvPAggro player walking near a guard is treated as kill on sight. Since July 2, 2026 some guards on the PvP ruleset have new abilities to keep the peace, and many guards no longer summon or move faster. Since September 10, 2026 guild master NPCs also protect players standing in front of them.
Suppression zones and binding
PvP suppression areas turn PvP off. The first three named volumes arrived on July 2, 2026: Night Harbor's West Bank and its courtyard, its North Bank and courtyard, and Faelindral's bank and upper deck. Beta Patch 10 (September 10, 2026) adjusted the Night Harbor and Faelindral volumes and added suppression in the Underdocks and Ail'vorith. Inside houses, suppression has applied only to the owner since June 7, 2026, and only while the owner is not in PvPAggro; a PvPAggro owner cannot enter a private house until the status drops (see Player Housing). Beta Patch 0.30.0.0 (September 19, 2026) added a ruleset option that enforces Soulbind for yourself and others only within suppression zones, which the note lists as city banks, inns and personal houses, and added a few more suppression volumes at points of interest; the stated goal is to curb bind rushing, death loops and fighting at bind points, with the side effect that houses become alternative bind locations. A character bound inside a house that is transferred, relinquished or expired re-binds at its starting zone's safe position. The same-day hotfix enabled a beta PvP rule that allows binding only in non-PvP areas.
Free-for-all volumes
Beta Patch 10 (September 10, 2026) created free-for-all gameplay volumes. Standing in one accrues PvPFFA stacks every few seconds, so anyone inside can be attacked by any level. The named volumes are Fallen Pass and Vale of Zintar around higher-level and high-value areas, Fallen Watch, and Grimtide Sanctum. Arenas are PvP volumes as well: an August 20, 2026 fix made logging in inside one flag the character correctly. See Zones.
Other rules from the notes
PvP combat other than duels is prevented while on a boat (August 4, 2026). Duels exist as a separate consent-based mode; earlier fixes covered a duel being won by killing a pet (March 20) and death messages in duels (May 10).
While flagged, destroying currency is prevented and the coin drops instead (September 10, 2026).
Pacify and lull abilities that are not type-specific apply a scaling ability-range debuff to players: 15 to 30% from September 10, raised to 20 to 40% on September 19, 2026.
A Rogue's Stealth cannot be used for a short time after attacking in PvP (September 10); Hide and the Archer's Sniper's Blind gained the same rule at 10 seconds on September 19. The first tick of the Rogue's Vial of Smoke and the Archer's Relocate makes the player undetectable by proximity, though stuns, Flare and Sonic Pulse still reveal.
Being stunned, mesmerized or feared reveals an invisible or stealthed character (September 10, 2026).
Damage over time spells cast in PvP stopped causing experience deaths on June 7, 2026, with a second fix on August 22 for deaths after zoning.
PvP Play Nice Policy
The developer publishes a separate PvP Play Nice Policy, last updated August 7, 2026, alongside the general Play Nice Policy. Its PvP-specific rules, paraphrased: tracking other players in order to continue a PvP engagement is not harassment, but continuing to pursue players after normal PvP has concluded, especially repeatedly while they try to move on, can be; excessive corpse camping, stalking or training counts as harassment, with what counts as excessive left to Game Master discretion; competitive trash talk during PvP is acceptable so long as it does not become personal attacks or attacks on protected characteristics; and using characters that are immune to PvP because they are below the minimum level to train, kill steal or otherwise disrupt other players is prohibited and can draw action against the account. On camps, the policy states that PvP servers do not have camps in the usual sense, that players on them have the tools to resolve disputes themselves, and that a spot is yours to farm as long as you can hold it against both the monsters and other players. Penalties follow the general progressive system of warning, suspension and permanent ban, with appeals within a target of seven days, and reports go through the in-game /petition command. The policy's shared sections on cheating, real money trading, chat conduct, naming and account sharing are the same as the general policy; see Gameplay for how the game is framed as a social, uninstanced world.