What NPCs pay for an item comes from its rank on our ruler, not from the rarity it had in Tibia: a stronger and more beautiful item is worth more, full stop. On top of that runs the Power Abuse Limit, an automatic brake that measures the real profitability of hunts (player data, not an estimate) and reduces what NPCs pay in the bands that go past reasonable. Every sellable item's modal shows how limited it is — None, Low, Medium or High — and the Statistics tab publishes the economy measured by class and rank band.
In Capernia, clubs and axes were merged into swords: there is a single melee weapon line. Every axe and every club of classic Tibia lives here as a sword — one progression ladder, one skill to train, zero doubt about "which weapon should I level".
Rods do not exist in Capernia: they were all merged into wands. Druids and sorcerers share the same magic ladder — what changes is the rank of the wand in your hand.
Every equipment category has an internal ranking: rank 1 is the plainest item; the last rank is the most beautiful and the strongest on the server. Golden rule: if it looks more epic, it IS stronger — looks never lie. Attributes climb a curve that ends at 3× the best item of the original Tibia, and between two pieces of the same power tier the tie-breaker is weight: the higher-ranked one is lighter. Capacity is a resource — mid-game, carrying more is usually worth more than a point of defence.
The 1,655 monsters are ranked from the weakest (#1) to the strongest, and each drops equipment on 3 tracks: the item of its own level (rank match), the one below (more common, to gear the group) and the three above — each step ~20× rarer: that is the jackpot. The total follows a parabola: early monsters drop up to 5% (to give you a base), the middle of the ruler is rare (~0.1% — the mass-hunting phase) and the bosses at the top go back to 20% — nobody fights for an hour for crumbs. Ammunition and runes have rulers of their own, far more generous.
The rules that decide what you lose and who can attack you:
| Rule | Value | What it means |
|---|---|---|
| Protection from players | level 7 | Below it you neither attack nor are attacked by another player. |
| Adventurer's blessing | level 21 | Below it, dying costs no items — neither what you wear nor the backpack. It is automatic and free. |
| From level 21 on | — | Dying starts to drop items on the corpse. This is where blessings bought from NPCs begin to pay off. |
| World type | Open PvP | Attacking a player gives a skull: white for 15 min, black for 3 days. |
| Experience loss | standard formula | The higher the level, the more exp death costs. |
In Capernia there is no free account — because there is no paid one. Every account is born premium and stays premium forever, at no cost, with no timer and no shop. The whole map, every city, houses, depot, boat travel and the areas that sit behind premium in classic Tibia are open from your first login. Nothing here is sold: what separates one character from another is what they hunted.
No stale wiki: the tabs above are generated straight from the server's own data. Every item shows its sprite, its rank, its attributes and who drops it with the exact rate; click any monster to open its details (rank, exp, HP and top drops).
The same account (e-mail and password) works on the site and inside the game. Your character is born with the profession chosen at sign-up in the temple of Thais, level 1, already wearing the rank #1 kit of every category — knife, shield, armour, legs, boots, helmet and a backpack with a wand, a bow, a rune and ammunition. From there on it is up to you.
What a piece of equipment gains extra here comes from sockets and gems, Conquer style: on the drop, each piece can be born with up to 2 sockets (pure luck), and the gems — which also drop with quality — grant damage, elemental protection, critical, life steal, speed and more. You socket (and remove) in a GUI of its own, by talking to an NPC. See the Gems tab.
The Capernia client has voice — no separate program, no Discord, nothing to set up. It starts off: the microphone on the bar above the chat is the switch.
| Feature | How to use it |
|---|---|
| Talk nearby | Hold Insert (remappable in Controls) and speak. The range is the same as normal speech — whoever hears you is whoever would read you. |
| Who is talking | A golden microphone appears next to the name, on the map and in the lists. If it is crimson and crossed out, the person is holding the key but their microphone is picking nothing up. |
| Audio room | Guild and party have a room: a button on the chat tab joins it, and you start hearing your own wherever they are. |
| Voice message | In any conversation — private, channels and local — record and send. On the other side it lands in the chat as a bubble with play, duration and the waveform of your voice. Nothing plays by itself: the play button belongs to whoever received it. |
| Mute someone | Click the name: 1h, 8h or forever. The server decides, so the audio never even reaches your machine. |
| Minimised window | An option to silence voice while the game is minimised. |
Capernia has a training room: private cells with training dummies, one per player, so nobody has to share a hunting spot. How to get there: the entrance is a hidden teleport in the deep caves of Roshamuul (the bottom floor); it leads to a lobby, and from there you just walk onto the entrance tile — you are sent to an empty cell automatically, and the dummies appear along with you. The dummy attacks, but takes no life: its damage is zero. That is not just comfort — shielding only goes up when you BLOCK a hit completely; a hit that hurts you gives no skill at all. Since the dummy hits for zero, every swing of its counts. Training shielding takes two things: a shield equipped and hitting the dummy back — it is your own attack landing that refills the block allowance. Just standing there taking hits trains nothing. Even so, hunting levels you faster — and it also brings experience, loot and the spells along the way.
Capernia launched on 8 August 2026 and has been running since. The rankings go through continuous curation (by the team and by the visual-curation AI) and the rates are recalibrated from what players actually do — the Statistics tab publishes that measurement. Every adjustment shows up in the changelog first.
Macros for skilling and for making runes are allowed. Cavebotting is forbidden — the player hunts, not the script. And the server only accepts one character online per account, so there is no multi-client on the same account. The official Capernia client ships no built-in bot; VIP subscribers get the Quality of Life Panel, which automates only what this rule already allows — light, haste, making runes and eating.