What the Capernia ruler promises and what actually happens in the game: where people hunt, which piece drops for which level, what equipment players wear and what each adjustment would change. Measured numbers come from the server's telemetry; simulated numbers come from a model built on the game's formulas.

Tallied on 25/09/2026 19:16 · 30-day window

Pieces above the ruler15,9%of the equipment pieces that dropped in the last 30 days were above 1.25× the ruler for the looter's level
Pieces above the ruler at level 60+86,8%the same number only for level 60 or higher — up to 59 almost everyone hunts below the ruler; the deviation lives here
Sets above the ruler21,4%of active players wear a set above 1.5× the position the ruler gives their level
Middle of the rulerlevel 105is where the monster that drops the middle piece of the category is farmed; the ruler promises level 123
Monsters out of order15species at least 2× easier than their rank neighbors — they drop pieces above what their difficulty calls for
Map out of band11,5%of the generated monsters spawn in an area whose rank is less than half of theirs

The ruler and reality

Every monster has a rank on the Capernia ruler, and the rank decides the piece it drops: a rank-R monster drops pieces at position R/1350 of the category. The ruler promises that level L hunts rank 5.2 × L — so the piece in the middle of the category would be a level ~130 hunt. The amber line shows the level at which that monster is actually farmable, simulated with the game's own formulas (damage, defense, armor, mitigation, each vocation's spells and potions), with the equipment the ruler gives that level.

The piece in the middle of the category (50%) drops from a monster farmable at level 105 — the ruler promises 123. The 80% piece drops from a monster farmable at level 181 — the ruler promises 209.

Promised level × level at which it is farmeddaily simulation, by rank band
level the ruler promiseslevel at which it is farmed (median)p10–p90 of species
01002003000%20%40%60%80%100%piece position in the category (the one the monster drops)level
Show table
Monster rankPiece (% of category)Promised levelLevel at which it is farmed (p10 · median · p90)Species
1–753%71 · 1 · 153
76–1508%221 · 1 · 749
151–22514%361 · 10 · 1354
226–30020%5110 · 13 · 1341
301–37525%6513 · 13 · 2450
376–45031%7927 · 67 · 7430
451–52536%9475 · 80 · 8430
526–60042%10890 · 96 · 11620
601–67547%123100 · 105 · 13035
676–75053%137115 · 123 · 13031
751–82558%152126 · 130 · 15332
826–90064%166136 · 143 · 16642
901–97570%180145 · 157 · 18731
976–105075%195161 · 168 · 19128
1051–112581%209172 · 181 · 21339
1126–120086%224179 · 193 · 26632
1201–127592%238199 · 204 · 25216
1276–135097%252—0

Where players hunt

Every kill recorded by the server, with the monster's rank and the killer's level. The gray tick is what the ruler expects from that level; the amber dot is what players actually kill.

Rank killed by level bandtelemetry from the last 30 days
median of killsp10–p90 of killslevel ruler (5.2 × L)
02505007501.0001.2501-1920-3940-5960-7980-99level bandrank of the monster killed
Show table
LevelRank p10Median rankRank p90RulerMedian ratioKills > 2× the ruler
1-1973877780,49×0,4%
20-397771531720,39×0,3%
40-597772522700,26×0,3%
60-794256941.1073541,99×49,9%
80-993126941.1074781,48×13,5%

Which piece drops for which level

Every equipment piece that dropped as loot, compared with the ruler for the looter's level. A piece counts as above when it goes past 1,25× the position the ruler gives that level.

Pieces above the ruler by level bandtelemetry from the last 30 days
0%20%40%60%80%100%1-1920-3940-5960-7980-99% of pieces above the ruler10%6%7%92%83%
Show table
LevelPieces above the rulerMedian piece positionLevel ruler
1-199,9%2,0%5,8%
20-395,7%6,9%11,9%
40-597,1%14,6%19,3%
60-7991,8%52,1%27,0%
80-9983,1%51,7%34,7%
Pieces above the ruler, day by daylast 30 days
0%20%40%60%80%100%26/0831/0804/0909/0913/0917/0921/0925/09% of pieces
Show table
DayPieces above the ruler
2026-08-2628,6%
2026-08-270,0%
2026-08-2818,2%
2026-08-300,0%
2026-08-310,0%
2026-09-010,0%
2026-09-020,0%
2026-09-035,9%
2026-09-040,0%
2026-09-055,9%
2026-09-0614,3%
2026-09-080,0%
2026-09-097,9%
2026-09-100,0%
2026-09-115,3%
2026-09-122,8%
2026-09-1312,2%
2026-09-148,0%
2026-09-157,8%
2026-09-1614,7%
2026-09-1716,7%
2026-09-180,0%
2026-09-198,3%
2026-09-205,6%
2026-09-210,0%
2026-09-223,8%
2026-09-2384,4%
2026-09-2478,4%
2026-09-2591,4%

What equipment players wear

The equipment worn by those who played in the last 30 days: the average position of the pieces in their category, by level band. Only bands with at least 3 players are included.

Set position by level bandtoday's snapshot
median setp75–p90level ruler
0%10%20%30%40%1-1920-3940-59level bandaverage set position (%)
Show table
LevelMedian setSet p75Set p90RulerAbove 1.5× the ruler
1-193,1%4,3%4,4%5,4%0%
20-395,6%15,5%15,5%9,2%0%
40-5923,8%23,8%35,1%21,6%25%

How the ruler works

Two rules of the ruler explain why a player who reaches a higher monster takes off: the piece chance per kill is a U-shaped parabola (it rises again at the top), and piece strength goes up to 3× the best piece of the original Tibia — while monster damage stays Tibia's. With a shield from the top of the category, a knight fully blocks the melee of a good part of the monsters.

Chance of a piece dropping per killsum of the 9 equipment categories
0%5%10%15%20%0%15%30%44%59%74%89%monster position on the ruler% chance per kill
Show table
RankPositionPiece chance per kill
10%18,00%
1018%9,81%
20115%5,87%
30122%3,85%
40130%2,77%
50137%2,18%
60144%1,89%
70152%1,79%
80159%1,86%
90167%2,13%
100174%2,66%
110182%3,65%
120189%5,50%
130196%9,08%
Piece strength along the categoryin multiples of the best piece of the original Tibia
sword (attack)shield (defense)set armor
0,0×1,0×2,0×3,0×4,0×0%15%30%45%60%75%90%piece position in the category× the best of the original Tibiabest piece of the original Tibia
Show table
PositionSword atkShield defSet armorBow atkWand max
0%103446
10%2111131216
20%3621262231
30%5233413246
40%6846544562
50%8559695879
60%10372846996
70%1218610082114
80%13910011796133
90%158113134110151
100%177128150123170

The map

The map generator gives each area a rank and picks each sector's cast from the region's lore. When lore places a species far above the area, it drops the loot of its own rank in the middle of a lower-level area. Today, 11,5% of the generated monsters spawn in an area with less than half their rank, and 2,8% with less than a third.

Monsters above the area they spawn inby area rank band
0%10%20%30%1–100101–200201–300301–400401–500501–700701–900901–11001101–1400% of monsters26%11%13%14%7%2%0%0%0%
Show table
Area rankSpecies ≥ 2× the areaSpecies ≥ 1.5× the areaMedian species rankp90
1–10026,3%48,4%77171
101–20011,3%32,6%172324
201–30013,4%27,3%269579
301–40014,3%26,0%375726
401–5007,3%20,5%467786
501–7002,2%13,2%649986
701–9000,0%1,3%786954
901–11000,0%0,0%8431.090
1101–14000,0%0,0%7851.146

Ruler adjustment studies

Simulations — none of this is live in the game. Each scenario changes one lever of the ruler and measures, in the same model, what set a player reaches each level with. Reordering fixes the monsters that are out of order; steepening makes the monster at each percentile as strong as the ruler promises; cutting the drop only delays; locking loot to the level holds the set on the ruler by construction; lowering the defense cap removes part of the edge of those who already have high pieces.

Set position along the level, by scenariosimulation over time: exp at the server rate and pieces that actually drop
ruler (promise)TodayReorder and steepen the monsters (A2+B)Lock loot to the level (D)Cut the top end of the drop (40%→8%)
0%20%40%60%80%100%255075100125150levelset position (%)
Show all scenarios (set position and hours played to reach the level)
ScenarioL40L60L87L100L130
Today21% 4 h29% 9 h34% 19 h40% 25 h55% 40 h
Reorder the ruler (A2)28% 4 h41% 9 h48% 19 h55% 23 h81% 34 h
Reorder and steepen the monsters (A2+B)19% 3 h20% 14 h20% 43 h20% 66 h20% 148 h
Cut the top end of the drop (40%→8%)24% 3 h30% 9 h36% 19 h43% 25 h61% 39 h
Divide the whole drop by 314% 4 h24% 11 h31% 22 h34% 28 h43% 46 h
Lock loot to the level (D)14% 4 h24% 11 h34% 22 h40% 27 h54% 42 h
Defense cap at 1.5× Tibia (G)22% 4 h28% 12 h30% 29 h30% 38 h30% 69 h
How much stronger the monster would need to be (scenario B)
Ruler percentilePromised levelLevel at which it is farmed todayHP and damage × (median)× (p90)
20–30%651314,05×20,99×
30–40%91137,02×12,05×
40–50%117741,54×2,32×
50–60%1431041,38×1,47×
60–70%1691301,31×1,38×
70–80%1951521,30×1,37×
80–90%2211771,31×1,37×
90–100%2472001,16×1,30×

Hunting economy

The hunting economy measured by class and rank band of what was hunted (the median of the monsters killed in each 15-minute window), updated every hour. Current base: 119,0 h of hunting in 520 windows over the last 30 days.

Loot per hunting hour, day by dayall classes, weighted by hours
025.00050.00075.000100.000125.00027/0801/0905/0910/0914/0918/0922/09gp/h
Show table
DayLoot gp/hHours
2026-08-271810,8
2026-08-282.2331,2
2026-08-305541,1
2026-08-311992,3
2026-09-012011,2
2026-09-024001,4
2026-09-031.5061,2
2026-09-044850,7
2026-09-051.3682,1
2026-09-061652,8
2026-09-087600,6
2026-09-091.0793,9
2026-09-101571,5
2026-09-112611,7
2026-09-121.5932,6
2026-09-139703,4
2026-09-141.5214,7
2026-09-151.7846,4
2026-09-165245,0
2026-09-177705,6
2026-09-185184,8
2026-09-193.39515,5
2026-09-202.8447,2
2026-09-2152,5
2026-09-222.1124,0
2026-09-2335.25114,1
2026-09-2421.21017,0
2026-09-25108.2253,7
ClassRank huntedLevelKills/hExp/hLoot gp/hGold/hPotion/hDeaths/hProfit.Hours
Druid1-1002925579.71636936922,20,00-53%6,5
Druid101-25035219108.18948950331,20,00-64%2,2
Knight1-100421.134125.6694271612,20,11276%27,1
Knight101-25044312224.3311.76668239,80,2251%9,0
Knight251-45052401455.1503.0611.73884,30,0038%2,4
Knight451-700882541.503.41166.6306.99831,20,005.946%1,8
Knight701-950832252.270.638135.5679.62286,40,004.416%4,0
Monk1-1001517148.489163220,51,02610%1,9
Paladin1-1002326659.3903381711,30,2924%10,4
Paladin101-25046351241.2373.46363817,00,05212%18,2
Paladin251-45051179189.1771.85772013,10,00179%16,2
Paladin451-70079941.012.79244.6393.7527,50,232.919%8,7
Paladin701-950911271.161.13877.4539.32311,50,383.287%2,6
Sorcerer1-10028973161.9227733060,80,671.046%7,5
Sorcerer101-2502394106.8485401822,00,00254%0,5
  • 2026-07-23 — Runas e potions por banda de rank
  • 2026-07-27 — Proficiência de arma (trilhas)
  • 2026-08-10 — Reestrutura de munições, preço por rank e ouro por rank

How we measure

Measured (server telemetry): every hunt is recorded in 15-minute windows — kills per monster, loot received, supplies used, exp, deaths and level. Staff and test characters are left out. Simulated (ruler and studies): the minimum level to farm each monster comes from a model that uses the server's own formulas — monster attack and defense, shield and armor blocking, mitigation, resistances, each vocation's spells and potions, speed for kiting — with the set the ruler gives that level. A hunt counts as farmable when a kill takes up to 35 s, the damage taken fits in 10% of the maximum healing and the risk stays below 0,4 deaths per hour. The model was calibrated against the telemetry itself: it reproduces the top of the ranking hunting rank ~1,000–1,100 with the set they have. Updates: the tally runs every day at 04:40; the economy, every hour.