NEW

Voice chat, nothing to install

Hold Insert and talk to whoever is around you. Guild and party have an audio room, and in a private chat you can record and send a voice message that arrives with play and a waveform — all over the game connection.

Download and play
Barra de voz do Capernia gravando e um áudio no chat
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LAVA NOW HAS FOUR DEPTHS

A LAVA TEM QUATRO PROFUNDIDADES

Lava is no longer a repeating sprite: it is now drawn frame by frame, and it changes with the floor you are on. At the surface it is cold basalt plates with glowing cracks; deeper down the plates heat up and the cracks widen; deeper still the crust survives only as islands; and at the bottom of the map there is no crust at all — just molten flow.

Plates, cracks and convection are computed, not a texture: the crust thins where it meets the rock, the exposed material pulses, and nothing repeats, because the drawing is anchored to world coordinates. A whole lava lake shows no grid pattern, and every floor reads differently — the map's 161,000 lava tiles change face as you descend.

VIP GAINED THE QUALITY OF LIFE PANEL

O VIP GANHOU O PAINEL DE QUALIDADE DE VIDA

Capernia VIP subscribers now have the Quality of Life Panel, docked into the game interface like any other window: keeping light and haste up, making runes from a conjuring spell you have already learned, and eating when hunger hits — with an only with full mana switch so automation never competes with your fight.

The spell list is the one for your vocation, and each entry opens a card with level, mana, school and the rank band the scroll drops in — the same data the website publishes. The server is what runs it, not the client: the client only switches it on and off, which is why the panel does exactly what the Capernia rules allow, and nothing beyond that.

AMMUNITION WITH QUALITY — AND THE PROJECTILE LIGHTS UP

FLECHA COM QUALIDADE — E O PROJÉTIL ACENDE

Ammunition now has quality, like the rest of your gear: it drops that way from monsters and comes out that way from conjuring too, in separate stacks — the good ones stay small, the plain one stays big. Each step adds attributes to the arrow: +5% on refined up to +20% on super.

And you can tell from a distance which one you are spending: from elite up the projectile lights up in flight — red on elite, gold on super. The arrow sprite stays the same; the glow only bleeds around the edges. If you want to choose the spending order — save the good ones while hunting and fire them in PvP — that lives in the quiver drawer.

VOICE IN-GAME — TALK, AND SEND AUDIO IN CHAT

VOZ NO JOGO — FALE E MANDE ÁUDIO PELO CHAT

The client got voice. Hold Insert — the default key, which you change in Controls — and talk to whoever is around you: the range is the same as normal speech, and whoever is talking shows up with a golden microphone next to their name, on the map and in the lists. Guild and party have an audio room: a button on the chat tab joins it and you start hearing your people wherever they are. And if someone bothers you, their name has mute for 1h, 8h or forever — the server is what enforces it, so their audio never even reaches your machine.

MARKET ON THE SITE — BROWSE AND LIST OUTSIDE THE GAME

MARKET NO SITE — VEJA E ANUNCIE FORA DO JOGO

The Market is in the menu: every piece listed in the game shows up here, from the most valuable down — the piece's position on its category ladder, multiplied by its quality, plus whatever the socketed gems add. Hover a piece and its whole card comes up — attributes, elemental effect, gems by name and even the proficiency track, the same one that shows on your character.

And you can list from the site: open your depot, pick the piece and name the price. The one that takes it out of the depot and publishes it is the game server — the site only sends the request and waits for confirmation, so there is no path where the piece leaves its place without becoming a listing. There is also the Recent sales tab: what sold, for how much, from whom to whom.

WATER IS NOW A SHADER

A ÁGUA AGORA É UM SHADER

Water left the animated sprite behind and is now generated by a shader, frame by frame, from the shape of the coastline. Depth, colour, swell and surf are computed in real time: the fronts are born offshore, travel parallel to the coast whatever shape the beach has, and only turn into foam where the bottom rises.

The size of the body of water counts — ocean, reef, lagoon, river, canal and fountain are not treated the same. The original tile is still underneath, so the sand, stone and snow the mapper drew stay visible, and whatever sits on the shore is reflected on the surface.

THE GAME'S EFFECTS WERE REBUILT

OS EFEITOS DO JOGO FORAM REFEITOS

Blinking sprites gave way to animated simulation at native resolution: fire, poison and energy on the ground, plus explosions, teleports and impacts. Each tile runs on its own phase, so a large field is not the same stamp repeated, and everything now lights up what is around it — at night you can see a fire from far away.

And whoever steps into a field is drawn on top of it, the way it always should have been.

YOUR WEAPON GROWS WITH YOU

A SUA ARMA CRESCE COM VOCÊ

Every weapon used to open the same proficiency tree. Now the tree grows with the piece: at rank 1 it has one option and keeps gaining more until it opens all 54 at the top of the category. The quality of the drop adds to it — refined, unique, elite and super each unlock +1 option.

Each category got two tracks, one for damage and one for support, and the piece itself decides: what cuts goes to one, what crushes goes to the other; wands attack, rods sustain. And 158 pieces have their own track, with proficiencies their family does not get — look for the lore mark in the equipment list.

NO BOSS IS OUT OF REACH

NENHUM BOSS ESTÁ FORA DE ALCANCE

Ferumbras, Ghazbaran, Morgaroth, Orshabaal. They were always in the game — and there was no way at all to find them. They were names in a bestiary, waiting for an event that never ran. From today every boss in the world has its own quest, and none of them depends on luck or on a schedule.

The path is always the same, and it is honest: someone who lives near the lair knows how to call the thing out. You find them, hear what they want, gather the offering and come back. They hold up their end on the spot — the boss appears right there in front of you, and the fight is yours and of whoever is with you.

There are 27 new legends in this batch, from the heaviest in the game to the rotworm too fat to fit, terrorising a tunnel digger. With them the server reaches 148 boss quests and 199 quests in total — and you can see them all, with the NPC, the offering and the step by step, on the Quests tab.

Also changed

  • Each one on its own timer. A small boss can be called again after a few hours; the ones at the top are once per character. The offering scales with the size of the legend too.
  • The lair matches who lives in it. Every boss was placed in a region that matches it — if the creature is fearsome, the place is remote. Go prepared.
  • The ranking shows players only. The client's highscores no longer show the server's test characters. Who shows up there now is people playing.

EVERY PLACE HAS ITS OWN MONSTERS

CADA LUGAR TEM O SEU MONSTRO

The soup of random creatures is over. Until yesterday, walking ten steps inside one region threw half a dozen unrelated species at you. Now every region has its own fauna: you walk into a graveyard and find skeletons, at the docks the harbour riffraff, in the orc camp only orcs.

And the same monster no longer shows up in the neighbouring sector. To meet that creature again you will have to actually travel — the world has places again, instead of a uniform carpet of enemies.

Along with that we opened 19 corners with a story of their own around the cities: the Thais slum, the Carlin graveyard, the pirate cove in Liberty Bay, the looted tombs of Ankrahmun, the nomad camp of Darashia. Each with its own people — and some deliberately above your level, to remind you that not every door near the city is for you yet.

Also changed

  • They hit from the very start. No monster is harmless any more: damage starts at the very first ranks and grows much faster along the ladder.
  • Far away means far away. The further you get from the city walls, the faster the danger climbs. Crossing the continent stopped being a stroll.
  • Fewer crowds, more encounters. We cut down the number of monsters scattered around the world — what you run into now is there for a reason.
  • Gems are rare again. The gem chance dropped a lot: finding one is news again.
  • A loot buyer in every city. An appraiser in every capital buys any equipment you bring back from a hunt — including what nobody used to buy.

RUNES, POTIONS AND SPELLS AT YOUR LEVEL

RUNAS, POTIONS E MAGIAS PELO SEU NÍVEL

Every monster now drops the rune and the potion of its own rank band — early on tiny healing, energy bomb, destroy field and a basic potion; higher up, stronger versions until the cutoff. The combined chance starts low (≤10%) and grows. Spells are still scroll-only, now with the required vocation on the Learning tab.

QUESTS PLAYABLE END TO END

QUESTS JOGÁVEIS DE PONTA A PONTA

Quests work properly again: we fixed The Ice Islands in Nibelor (the druid Silfind was missing and the questline was stuck) and walked it from start to finish in-game. On top of that, every boss got a quest of its own — gather the items, talk to the NPC at the lair and face the boss for the near-guaranteed loot, repeatable on cooldown.

ITEM QUALITY: REFINED → SUPER

QUALIDADE DOS ITENS: REFINED → SUPER

Every piece of equipment can drop upgraded — refined, unique, elite or super — with a visual effect of its own and better attributes (+5/10/15/20%). The stronger the monster, the higher the chance it comes with quality. See the Qualities tab.

INTERACTIVE WORLD MAP

MAPA INTERATIVO DO MUNDO

We launched the /mapa, Google-Maps style: every city, floor, monster spawn by region and travel route — straight from the real server map, with search and deep links.