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Welcome to Old-Pythera!
TEST SERVER (BETA)This world is a public test: 50x experience up to level 100 and 15x after it, 10x skills, 8x magic level, 10x loot, faster regeneration and a free store. We are testing stability, bugs and content - not the economy of the official world.Everything will be WIPED when the official 1x server opens: characters, items, points and premium time do NOT carry over.

Attribution System

Attribution System

Attribution System

Equipment with up to five attributes, Classification 1 to 5, Amount / Chance / Enchant explained.

What is Attribution?

Attribution is the equipment upgrade system of Old-Pythera. Weapons, distance weapons, quivers, helmets, armors, legs, boots and shields can carry extra attributes on top of their normal stats: more attack, a fighting skill, life leech, double bash, protections and many others. Rings and amulets do not take part.

An attributed item shows its attributes when you look at it, and the item gets a coloured border in your backpack that tells at a glance how many attributes it has.

Classification

Every eligible item has a Classification from 1 to 5. The Classification is the maximum number of attributes the item can ever hold: a Classification 3 item stops at three attributes, a Classification 5 item can reach five. Classification never changes; it is a property of the item type (a Magic Sword is always Classification 5, a Knife is always Classification 1).

ClassificationMax. attributesTypical items
11Knife, Dagger, Studded items, Leather Boots, Quiver
22Crossbow, Bow, Boots of Haste, Plate Armor, Dragon Quiver
33Fire Sword, Golden Legs, Blue Robe, Dragon Shield, Knight Legs
44Demon Helmet, Demon Shield, Djinn Blade, Golden Armor
55Magic Sword, Stonecutter Axe, Thunder Hammer, Demon Armor, Magic Plate Armor

Classification is the item type’s original capacity. How many of those slots you can actually fill also depends on what is available: an attribute of the pool that is not active on this server, or the incompatibility rules below, can leave an item short of its Classification. When no valid attribute is left, the Forge says so and takes nothing — no runes, no gold. The Classification and the border of the item never change because of this.

Browse all eligible items by Classification, category and attribute in Attribution Items.

Each item has its own pool

An item can only receive attributes from its own pool. The pool of a Magic Sword contains Attack, Defense, Life Leech, Mana Leech, Double Bash, Magic Level, Sword Fighting and Attack Interval; the pool of a Crossbow contains Attack, Hit Chance, Distance Fighting, Critical Hit and Attack Interval. You will never see a Critical Hit on a Magic Sword, because it is not in its pool. Every item page in the library shows the complete pool with all levels.

Two rules limit combinations on the same item: an item holds at most one melee fighting skill (sword, axe or club), and Magic Level never appears together with a weapon fighting skill (sword, axe, club or distance).

Amount, Chance and Enchant

Every line of a pool has a level (1 to 5) and three numbers:

ColumnMeaningExample (Magic Sword, Life Leech level 2)
AmountThe size of the bonus.+7% of the damage is returned as health
ChanceHow often a proc effect triggers. "-" means the bonus is always active.+10% chance to trigger on each hit
EnchantThe weight of that line when a new attribute is rolled. Higher weight = more common, lower weight = rarer.4 (level 1 has 6, level 5 has 0.5)

Amount and Chance are never mixed: Life Leech level 1 is "+5% amount with 5% chance", two different things. Attributes without a proc (Attack, Skills, Protections, Speed...) have "-" in the Chance column.

How attributes are rolled

Whenever an attribute is created (at the Forge or on Star Monster loot) the server picks one line of the item's pool at random, using the Enchant weights: every eligible line competes with its weight, so a level 1 Attack (weight 10) is twenty times more likely than a level 5 Life Leech (weight 0.5). Lines of attributes the item already has, and lines blocked by the combination rules, are excluded. The player never chooses the attribute or its level.

Natural Attribution

Attributed items can drop already attributed from Star Monsters. The more stars the creature had, the more likely the item is to carry attributes, and the more likely it is to carry more than one. Full items are rare. Normal creatures never drop attributed items.

Other rules worth knowing

  • Bonuses only work with the item in its correct slot (a sword in the hand, a helmet on the head).
  • Magic Level bonuses only work for Sorcerers and Druids.
  • Max Health and Max Mana bonuses are scaled by vocation (a knight gets the full health bonus, a mage a third of it; mana is the opposite).
  • Life Leech, Mana Leech and Critical Hit roll independently per item; Double Bash is a second strike that cannot trigger Critical, Leech or another Double Bash.
  • Weight bonuses really reduce the weight of the item (and of everything inside it, for containers).
  • Health and Mana Regeneration tick only while you are fed and outside protection zones, on top of your vocation regeneration.
Tip: the Cyclopedia in the game client has an Attribution tab with the same descriptions; the library shows the exact pools with all numbers.