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Cap Raise Is Live

by FINITO // 2026/06/18 00:15:36 // 25 comments

Myth of Soma – Cap Raise Patch

Greetings, Somarians,

A new update has arrived for Myth of Soma, bringing a higher level cap, a refreshed stat system, and major adjustments to PvP, death penalties, and world balance. This patch gives players more room to grow while tightening up the systems that define progression and combat. Many of these changes bring the game closer to the challenge and feel long-time Somarians will recognise, while also strengthening fairness and the overall integrity of the world. Here’s what’s changing.

Level & Progression

  • Level cap raised from 135 → 145 New room to grow, new goals to chase.
  • Human World - Stats now continue to increase even when you’re not gaining level EXP Your character keeps developing no matter how you choose to play.
  • Rested EXP removed Any previous rested benefits are now converted into a higher EXP rate.
  • Free Mode removed With stats no longer tied to levels, Free Mode is no longer needed.
  • Human World - Health, Mana, Stamina, Weight where applicable will update with every 1.0 stat gain for stats that influence these and not just at level up.

Death, Risk & Reward

  • Penalty EXP removed
  • EXP loss on death re-introduced Applies to both PvP and PvE.
  • Human World - Stat EXP loss on death re-introduced Also applies to both PvP and PvE.
  • Resurrection Scrolls removed With death carrying meaningful risk again, resurrection scrolls no longer fit the intended balance.

PvP & Anti-Griefing

  • Minimum Gray Timer increased to 60 seconds
  • Maximum Gray Timer increased to 600 seconds
  • Gray players can no longer warp, even while blinking
  • Death immunity adjusted to prevent abuse

Stat System Improvements

  • Human World - Stat bonuses restored Static rates removed; bonuses are active again.
  • Human World - Stat bonuses rebalanced, now including DEX and WIS Monster stats now influence all four player stat gains:
    • Monster STR → player STR gain
    • Monster INT → player INT gain
    • Monster DEX → player DEX gain
    • Monster WIS → player WIS gain
  • Human World - Smoother stat progression Supports healthier growth toward 170+ without reducing existing stats and allow for a end game progression. Characters stats will stay the same or have increases.
  • Human World - Healing to 100 INT removed With stats no longer tied to level, this mechanic is no longer needed and healing will always give stat & skill gains but now only if outside of safe areas.

 

World & Economy

  • Crafting profit reduced by reducing sell price of equipment to shops Helps curb automated farming and stabilise the economy. A portion of materials is now refunded during crafting to compensate for the reduced profit.
    Note that Accessories are excluded from this and also no materials are retained for crafting recipes that use specific items.
  • Movement no longer resets the TOV kickout timer The timer now behaves consistently and cannot be bypassed through movement.
  • Town bugs removed Several long-standing issues in towns have been cleaned up to improve stability and player experience.

Coming Soon

These features are currently in development and will arrive in a future update.

Dynamic Spawn Areas

A new system will be introduced to make the world feel more responsive:

 

  • Spawn groups dynamically scale when less or more players are actively fighting in the area
  • NPCs and monsters can detect when they’re being cleared too quickly and adjust accordingly
  • Overfarmed areas will slow down, while active areas will grow, creating a more natural flow of hunting spots

This helps distribute players more evenly, reduces overcrowding, and keeps the world feeling alive and reactive.

PVP

  • Open PvP Zones Designated areas on the map will be introduced to support arranged PvP encounters. With resurrection scrolls removed, these zones will give players a clear and controlled space for organised fights.
  • PK Mode Indicator A visual indicator is planned to show when a character is in PK Mode rather than standard Battle Mode. This will help players quickly understand the intent of nearby characters and improve clarity during encounters.
  • New anti-grief mechanics to be added Helps prevent repeated targeting and unfair kill loops.
  • PK level-difference checks removed Replaced with a new damage-scaling system that encourages more open PvP without level restrictions. Higher-stat players still keep their advantage, but scaling keeps fights competitive and enjoyable.
  • Guards added to map entrances and exits Makes hit-and-run PK escapes much harder.

World & Economy

  • Protection spell strengthened Now functions as a reliable defensive option in PvP, offering meaningful protection when timed correctly.
  • Devil World - Gargoyle Fighter spawn adjustments Spawn rates and total counts in the DSoma Dungeon have been reduced to prevent overcrowding and overfarming. To compensate, EXP values have been increased so the area remains worthwhile without relying on excessive spawn density.

Q & A - Human World Stat Progression Update

Q: Are you changing how stats grow?

Yes.
We’re updating the way stats grow to make progression smoother, fairer, and more consistent.
 
The old system had points where stat gains suddenly slowed down or stopped completely.
The new system removes those “dead spots” and replaces them with a smoother, more natural progression.
 

Q: Will this change my current stats?

Yes — but only in a positive way.
 
Because the new system works differently, we need to convert your existing progress into the new format.
 
What this means for you:
You will not lose any of the effort you’ve put into your character.
Your stats will stay the same or increase — never decrease.
 
Your time investment is fully respected.
 

Q: Why would my stats increase?

Some parts of the old system were extremely harsh and made further progress nearly impossible.
When we convert your lifetime effort into the new system, many players naturally end up with slightly higher stats because the new system treats your past effort more fairly.
 
This is intentional — it rewards the work you’ve already done.
 

Q: What happens if the new system calculates my stats differently?

The new system measures your progress in a smoother and more consistent way.
When we convert your lifetime effort into the new system, your stats may shift slightly in a positive direction.
 
The important part:
Every bit of effort you’ve put into your character is carried forward.
Nothing you’ve earned is ever lost.
Your progress is fully honoured in the new system.
 
Some players may see a small increase because the new system rewards their past effort more clearly.
Others will land exactly where they were before.
 
In all cases, your effort remains intact.
 

Q: Why allow stat gains at level cap now?

Because the old system punished players for leveling.
 
Under the old rules:
  • Leveling too fast meant losing stat potential
  • Using strong weapons meant losing stat potential
  • Fighting strong monsters meant losing stat potential
  • This forced players to avoid EXP instead of enjoying the game.
  • The new system removes that punishment.
  • You can now play naturally without worrying about “ruining” your character.
Your effort always counts.
 

Q: Does this make my past optimisation meaningless?

Not at all.
 
If you worked hard to reach certain stat values before the level cap, that effort is still reflected in your character.
 
You keep:
  • Your build
  • Your identity
  • Your advantage
  • Your progress
  • Nothing you’ve done becomes meaningless.

Q: Will new players catch up too easily?

No.
 
The new system still makes higher stats take more effort to grow — just like the old system did — but without the harsh “dead spots” that used to stop progress completely.
 
Here’s what that means:
  • Players with high stats stay ahead, because pushing those stats even higher still takes real effort
  • New players still have a long journey before they reach the same milestones
  • Your effort remains valuable and continues to set you apart
  • Your lead is preserved, because the work you’ve already put in still matters
 
The difference now is that the slowdown is smooth and fair, instead of the old system’s sudden walls where progress simply stopped.
 

Q: What happens on patch day?

Three steps:
  • We total up all the effort you’ve put into your stats,
  • We apply that effort to the new progression system,
  • Your stats will reflect the full amount of work you’ve done — nothing is lost,
Some players may see a small increase because the new system rewards their past effort more accurately.
Others will see their stats match what they had before.
 
You log in with equal or higher stats, with all your effort intact.
 

Q: Why make these changes at all?

Because the old system:
  • Stopped stat growth at level cap
  • Created “dead” characters
  • Made players afraid to level
  • Made some builds impossible to continue
  • Made future content hard to balance
 
The new system:
  • Removes those restrictions
  • Protects your effort
  • Lets you keep progressing
  • Makes builds more flexible
  • Makes the game healthier long-term
Your character is safe.
Your effort is safe.
Your build is safe.
Your time investment is safe.
 
This update removes old limitations — it doesn’t take anything away.
You keep everything you’ve earned, and you gain the ability to progress even further in the Human World.
 

Q: Will this update reduce build diversity or make everyone end up with the same stats?

No — in fact, this update actually improves build diversity and gives players more room to experiment with different builds.
 
Under the old system, certain builds would hit harsh “dead spots” where progress stopped completely.
This made experimentation risky because trying something new could accidentally lock your character into a weaker path.
 
The new system removes those walls and creates a healthier environment for different builds to grow.
 
Here’s how it improves build diversity:
 
  • More viable build paths because progression is smoother, more stat combinations remain effective instead of being shut down by old breakpoints.
  • Experimentation is safer, you can try new stat mixes without worrying that you’ll hit a dead zone or ruin your character’s long-term potential.
  • Hybrids become more flexible
    • The old system punished players who split their stats
    • The new system allows hybrid builds to grow naturally without hitting sudden dead zones
  • Pure builds stay strong and meaningful
  • Specialising still gives you a clear identity and advantage — the new system doesn’t flatten or weaken pure builds
  • Creative builds become more rewarding
    • Players who experiment with unusual stat mixes won’t be punished by invisible walls or progression traps.
  • Your choices matter more, not less because the system no longer forces players into specific “safe” stat routes, you have more freedom to shape your character your way.
  • Players won’t all end up the same, higher stats still take more effort to grow, so players who specialise or grind harder will continue to stand out.
 
The goal of this update is not to make everyone identical — it’s to remove the old restrictions that held some builds back unfairly.
Your character’s identity stays exactly as you created it, and you now have more room to grow it.
 

Q: What’s changing with monsters and stat gains?

The old system had a strict rule where some monsters eventually stopped giving you any stat progress at all.
That rule is being removed.
 
In the new system, you can always gain something from a monster.
Gains simply slow down naturally as your stats get higher — they never drop to zero (though note there will be a hard stat cap in place due to server limitations).
 

Q: Why remove the old “no gain” rule?

Because it created dead zones where entire monsters or areas became useless.
It also forced players into very specific routes and made some builds feel stuck.
 
The new system keeps every monster relevant for longer and makes progression feel more natural.
 

Q: Do bonuses like stat-difference or last-hit still matter?

Yes — all bonuses still work exactly as before.
 
They don’t change how much you can gain overall, but they give you a speed boost when:
  • You fight monsters with higher stats
  • You land the finishing blow
  • You use the right weapon type for the stat you’re training
 
They make training smoother, not restricted.
 

Q: Does this mean I can train anywhere now?

You’ll have far more freedom than before.
 
Some monsters will still be better than others, but nothing becomes permanently “dead” or worthless.
You can choose monsters based on your build, your goals, or simply where you enjoy playing.
 
Your effort always counts.
 

Q: How does this help the future of the Human World?

Removing the old hard-stop rule gives us much more room to expand the world.
 
It allows for:
  • New monster families with unique stat identities,
  • More varied training areas,
  • Monsters designed for different build types,
  • Long-term progression without needing harsh restrictions,
This update unlocks a lot of future design space that wasn’t possible before.
 

Q: Will monsters still matter at high stats?

Yes — but in a healthier way.
 
You’ll still want to move to stronger monsters for faster gains,
but weaker monsters will never become completely useless again.
 
Progression slows down naturally instead of shutting off.
 

Q: What about Devil Soma?

Level cap raises are going to be made more frequent at least once every 6 months. This will ensure that there is still progression for Devil Soma and we will be giving Devil Soma some more love in a future update.

 

Comments

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DIOS Says:
Thumbs up
NYISSA Says:
what he said
RAVENSOUL Says:
Great to see your still working your magic on Soma, thank you for your continuous commitment to our great game The Myth of Soma.
KALOK Says:
This is fantastic news :)
DARE Says:
have you addressed the leveling bot issue? or will it be botters/cheaters botting the levels whilst actual players have to grind these for hours manually.. no thank you.
YENNIE Says:
Or the crafting bots that are 24/7 inflating barr ...
FLOOD Says:
wipe
TEMEROSO Says:
Dare, all online games have bots, Albion have crazy amount of them.
TEMEROSO Says:
Flood - why wipe? So we can cap really fast and be in the same position as we are all over again?
FLOOD Says:
wipe, and slow lvling so we dont all cap. I found the journey more enjoyable than getting to the end, no?
PLIGRO08 Says:
Nice update But whats the point if no one will play but it would have been nice if it had been done before more people would have played if only the players would have come back
YAGUDO Says:
Great news and hope it adds injection of life to the game.. With this plaster fix possible to add in a bot for all to be on same playing field via donation store? Perhaps top end items to donation store? Either way buying and selling has happened and will happen.
PEN Says:
With the coming cap raise, please can you consider adding: rested until 135, infinite mats at NPC, crafting revamp (similar to albion, items all crafted in 1 go ...) & dividing quest kill counters by a factor of 2 or 5, even 10 ? This is only to give the players that do not bot a fair chance to play, as lets face it, the bots will prevail
OPENTHEDOOR Says:
GTA VI and a soma cap raise in the same year the world might end
LORD_GRIM Says:
Looks wicked, i love the stats freedom, its alot closer to esoma feel. Just some questions though, 1. what happens to bug essence? 2. Are mobs getting a compressed dex stat or does our stat gain work from defensive dex? 3. Does dynamic spawn mean when killing faster, more mobs will spawn, its worded a little different, overfarmed will slow down which could be a nerf to your weapon speed if you cant actualize its kills per minute potential.
LORD_GRIM Says:
4. Does negative exp loss have some kind of cap or tapering, could you be griefed to -10k exp and need months to clear it. 5. Are hp/mp/stam/weight gains locked at 145 or is there a new system, could we be unintendedly punished if we dont do str for hp in those 10 level before freezing hp gains that last time? 6. Is the con cap going up past 32 :P it could add a new dimension to max hp as a time invested stat over str/dex/int. Sounds exciting!
NYISSA Says:
now resi scrolls are removed will they also be removed from inwhang lvl 4 spells requirement?
SOMADRAGON Says:
Sounds great! Although I think that New anti-grief mechanics to be added Helps prevent repeated targeting and unfair kill loops. should definitely not be in the Coming Soon part of the plan, surely that should be in straight away? Thanks :)
MY_UNICORN Says:
Thumbs down https://myth-of-soma.com/Forum/Thread.asp?ID=51565&title=Server+integrity%2E+&Page=1
GIZZ Says:
The announcement states that hit-and-run PK will become much harder. What is that conclusion based on for a player who is attacked? Which specific game mechanics or system changes make this playstyle practically impossible? A concrete example would help clarify how this will work in practice.
NYISSA Says:
anyone know how to get rid of rested/imm pots from my w/h? cant drink sell or drop
HOCUSPOCUS Says:
will mags get tweaked to give xp?
Z Says:
Great work, well done Finito.
PEE Says:
Reading through this patch note I was expecting a wipe or a fresh start server. Such a massive wasted opportunity to really bring this game back to life.
RED Says:
Good step forward for soma but massively flawed system, the no lifes and bots will now not just have item advantage, they will always have a stat advantage and level will now mean nothing Dsoma just been left in the dust, might as well just removed it, hsoma never need a cap rise wilst dsoma will fall behind waiting months on fin