Carg's Kult - Attunements

The points listed are the attunement points you need to collect to unlock the attunement from an item.
For items the following abbrevations are used: Corw. = Corwerth, Imp. = Imperial, Tay. = Taymurian, Gar. = Garulian, Mil. = military, elt. = elemental
The descriptions of the attunements are taken from the files in the sub-folder data\attunements\eng\.
Attunement levels (which determine how many points they cost) were taken from the file global\attunements.txt
There are 4 attunements listed that don't seem to be available: fire snare, ice trap, poison trap and storm snare.
name requirement points from items description notes
Agility armour, light 50 soft leather boots Dodge skill increases by one third.
Aspect of Knight - I armour, heavy 50 Corw. Armour Adds +25% to HP Protection of your armour, and reduces enemy critical chances by a tenth.
Aspect of Knight - II armour, heavy 100 Imp. armour Adds +50% to HP Protection of your armour, and reduces enemy critical chances by a quarter.
Aspect of Knight - III armour, heavy 200 Sura boar helmet Adds +100% to HP Protection of your armour, and reduces enemy critical chances by half.
Beastslayer weapon 50 Tay. Club, Tay. Shield Double damage against animals and Taymurians.
Bend Like a Reed no shield 200 demonskin boots Dodge skill increase by one half.
Berserk no elt. 200 beast hide On a critical, you go berserk for the next few seconds, all your attacks are criticals. As long as you continue to hit foes, you will stay berserk.
Blinding Light fire 100 bejewelled ring Blinding magical light pours from your body, blinding enemies and halving their critical chances.
Blizzard focus, water 200 ice elt. tooth Magic of the Fourth Circle. Freezes and damages all foes in the area. Takes time to recharge.
Burning Aura armour, none; fire 100 flint ring Immunity to Fire damage, and +10% extra Armour Protection if you are using a Defensive Aura. immunity means 1 damage per hit
Chain Lightning ranged, air 100 Sura stormbow, Imp. Stormbow On a critical, lightning arcs from the foe, potentially wounding other foes. can damage yourself
Combustion weapon, fire 200 Sura firebow, Sura great mace On a critical, foe hit bursts into flames, spreading fire out to hit other foes.
Deadeye - I ranged 50 shortbow Take aim to improve critical chance and effect. Attack speed slows, but critical chance and critical damage increase by a half.
Deadeye - II ranged 100 Imp. Longbow Take aim to improve critical chance and effect. Attack speed slows, but critical chance and critical damage double.
Deadeye - III ranged 200 Sura bone bow Take aim to improve critical chance and effect. Attack speed slows, but critical chance and critical damage triple.
Defensive Aura - I armour, none 50 iron ring Provides protection equivalent to 8 HP armour
Defensive Aura - II armour, none 100 gold ring Provides protection equivalent to 16 HP armour
Defensive Aura - III armour, none 200 Imp. signet ring, Sura signet ring Provides protection equivalent to 32 HP armour
Demonslayer dreamworld 200 Sura heavy armour, Sura rat helm, seal of the Lord Protector Double damage against demons. Works only in dreamworld
Dreamform dreamworld 50 dagger Allows you to remain in the Dreamworld indefinitely.
Earthen Form earth 100 War mace2 Crushing attacks only cause half damage to you.
Earthquake focus, earth 100 lava elt. Spine Magic of the Fourth Circle. Earthquake damages all nearby foes. Takes time to recharge.
Elementalslayer dreamworld 100 Sura handaxe Double damage against elementals. Works only in dreamworld
Fire Arrow ranged, fire 50 Mil. Firebow Adds +50% Fire damage.
Fire Snare x 100 x x not available
Fireball focus, fire 50 Acolyte's firerod, Wood elt. Bough Magic of the First Circle. Fires a single fireball from your Fire focus. Takes time to recharge.
Fireblade melee, fire 50 Tay. Falchion, Tay. Raider's mace, Tay. Spear Adds +50% Fire damage.
Flame Blast focus, fire 100 Shaman's staff Magic of the Second Circle. Fires a burst of fireballs from your Fire focus. Takes time to recharge.
Fleet of Foot air 100 messenger boots Increases your running speed by a quarter.
Fortitude - 200 Imp. Sura buckler Doubles HP.
Freezing Fog water 100 Imp. Rapier Attacks by nearby enemies are slowed by a chill fog.
Frostbite weapon, water 200 Sura frostbow, Sura spiked mace On a critical, freezes the surrounding area with an icy cold, stunning all but the strongest of foes.
Frozen Aura armour, none; water 100 crystalscale ring Immunity to Ice damage, and +50% extra Armour Protection if you are using a Defensive Aura. immunity means 1 damage per hit
Goblinslayer weapon 100 Corw. Waraxe, great club Double damage against goblins and Sura.
Godslayer 0 Godslayer sword Imbues the spirit of Arkor Godslayer. Grants double damage, armour protection, critical chance, critical damage and HP.
Grasping Roots ranged, earth 100 Imp. Earthbow, Trapper's boots Roots within the ground will slow down enemies as they approach you. area too small to notice effects?
Haemorrhage - I melee, heavy 50 battleaxe On a critical, causes repeated blood loss to foe. Damage suffered from blood loss is equal to a tenth of the original damage caused, and occurs 3-5 times. so on a critical (rare with most heavy weapons), _some_ extra damage is done
Haemorrhage - II melee, heavy 100 great axe On a critical, causes repeated blood loss to foe. Damage suffered from blood loss is equal to a quarter of the original damage caused, and occurs 3-5 times.
Haemorrhage - III melee, heavy 200 Sura battleaxe On a critical, causes repeated blood loss to foe. Damage suffered from blood loss is equal to a half of the original damage caused, and occurs 3-5 times.
Humanslayer 100 Tay. Armour Double damage against humans. Also gives +12 protection while wearing any armour!
Ice Arrow ranged, water 50 Mil. Icebow Adds +50% Ice damage.
Ice Fear water 50 silver ring Enemies have a greater tendency to avoid you.
Ice Shards focus, water 50 acolyte's waterrod, Diviner's staff Magic of the First Circle. A burst of ice shards from your Water focus, which cause damage and stun any foe hit. Takes time to recharge.
Ice Spiral focus, water 200 ice elt. Bone Magic of the Third Circle. Ice streams from you in a spiral, damaging and stunning foes. Takes time to recharge.
Ice Storm focus, water 100 civil rod Magic of the Second Circle. A circle of ice shards expands from your Water focus, which cause damage and stun any foe hit. Takes time to recharge.
Ice Trap x 100 x x not available
Iceblade melee, water 50 Corw. Mace, greatsword Adds +50% Ice damage.
Ignite weapon, fire 100 Tay. Waraxe, Imp. Firebow, Eastern hammer Sets fire to any foe hit.
Inferno focus, fire 200 Adept's Hellbringer Magic of the Fourth Circle. Sets fire to all foes in the area. Takes time to recharge.
Invulnerable Spirit armour, heavy 200 Sura bear helmet Cancels all enemy criticals.
Knockback melee, heavy 100 Gar. Great hammer, spiked club On a critical, throws back foe and leaves them stunned for a few seconds, although it may not work against stronger foes. no throw back seen, stun seems very short or not at all.
Levitation air 50 copper ring Immunity to all traps. Though there are not many traps around, at higher difficulty they can be pretty deadly, and elemental immunity doesn't seem to help.
Lightning Arc weapon, air 200 red smoke bonebow On a critical, lightning strikes all nearby foes. also stuns
Lightning Cross focus, air 100 demon horn Magic of the Second Circle. Lightning fires in all directions. Takes time to recharge. can damage yourself
Luck of the Rogue - I armour, light 50 leather jerkin Enemy damage is reduced by a tenth.
Luck of the Rogue - II armour, light 100 brigandine armor Enemy damage is reduced by a quarter.
Luck of the Rogue - III armour, light 200 chain shirt, chain coif, Arkor's mail, Arkor's coif Enemy damage is reduced by a half.
Might - I no shield 50 longbow, Corw. Battleaxe, mattock Critical damage multiplier increases by a half.
Might - II no shield 100 Gar. Legionnaire's mace Critical damage multiplier doubles.
Might - III no shield 200 Sura warblade, Sura lion helm Critical damage multiplier triples.
Outclass - I melee, normal 50 broadsword Reduces enemy block and dodge chances by one quarter.
Outclass - II melee, normal 100 Corw. Longsword Reduces enemy block and dodge chances by one half.
Outclass - III melee, normal 200 Gar. Centurion's sword Reduces enemy block and dodge chances by three quarters.
Path of the Mage armour, none 200 Larwan's staff, Mara's ring Adds +50% extra damage to all magical attacks.
Poison Arrow ranged, earth 50 Mil. Poisonbow Adds +50% Poison damage.
Poison Cloud focus, earth 100 demonspawn tentacle Magic of the Second Circle. A poison cloud surround you, damaging foes. Takes time to recharge.
Poison Trap x 100 x x not available
Poison Wave focus, earth 200 aphotic web Magic of the Third Circle. A circular wave of poison expands from your Earth focus. Takes time to recharge.
Poisonblade melee, earth 50 Corw. Shortsword, Tay. Raider's mace Adds +50% Poison damage.
Quick Study - I shield 50 Gladiator's armour, Corw. Military shield Earn +10% Experience Points.
Quick Study - II shield 100 Imp. Towershield Earn +25% Experience Points.
Quick Study - III shield 200 Sura great shield Earn +50% Experience Points.
Reflect Damage shield 100 protector's shield Damage caused to you that you block is reflected onto the foe that caused it.
Resurrection - 100 death shroud Has a 50% chance of bringing you back to life if you are killed No effect noticed (died: 8x, resurrected: 0x)
Ring of Fire focus, fire 200 lava elt. Jawbone Magic of the Third Circle. Fires a circular ring of fireballs from your Fire focus. Takes time to recharge.
Salamander Form fire 200 Sura javelin Adds +50% Fire damage.
Serendipity - 50 hammer, wooden buckler, Corw. Round shield Increases the chance of finding good treasure at random.
Shred Armour melee, fast 200 warhammer On a critical, enemy permanently loses a fifth of their armour protection.
Soulthief weapon 200 Taryn's ring When you kill a foe, you recover some Blood Points. About 1/100 of the foe's original hitpoints.
Spiritslayer - 0 Amulet of the Theocrat Double damage against spirits and rift fiends. Can also be used to seal dreamworld rifts (click on rifts to seal them).
Stone Aura armour, none; earth 100 eye ring Immunity to Poison damage, and doubles Armour Protection if you are using a Defensive Aura. immunity means 1 damage per hit
Storm Aura armour, none; air 100 winged ring Immunity to Lightning damage, and +25% extra Armour Protection if you are using a Defensive Aura. immunity means 1 damage per hit
Storm Snare x 100 x x not available
Stun Shot ranged 50 composite bow On a critical, foe is stunned for a few seconds, although it may not work against stronger foes.
Sunlight fire 50 sun cloak Illuminates the area with sunlight. damages aphotic spiders
Survival earth 50 Mil. Shield, Tay. Talisman Increases the Healing Factor of healing items by one half, meaning you will lose fewer Blood Points when you heal.
Sylph Form air 100 western greataxe Slashing attacks only cause half damage to you.
Thunder Arrow ranged, air 50 Mil. Thunderbow Adds +50% Lightning damage.
Thunderblade melee, air 50 woodcutter's axe, war mace1, Corw. Glaive Adds +50% Lightning damage.
Thunderbolt focus, air 50 acolyte's airrod, broken claw Magic of the First Circle. Fires a single thunderbolt from your Air focus. Takes time to recharge.
Thundershock focus, air 200 demon talon Magic of the Third Circle. If this lightning bolt strikes a foe, it will draw more lightning strikes from the sky. Takes time to recharge.
Touch of Death melee, normal 200 Sura waraxe, axe of the Gar. Legions On a critical, enemy has a 10% chance of dying instantly, although it may not work against stronger foes. works even on uniques.
Toxicity weapon, earth 200 Sura Poisonbow, War club On a critical, fills the area around the foe struck with poison gas. the area around YOU gets filled with gas; can also stun
Tracking earth 100 Viridian cloak You will encounter more enemies more often.
Tremor focus, earth 50 acolyte's earthrod, hexapod mandible Magic of the First Circle. Minor quake damages all nearby foes. Takes time to recharge. 'nearby' is pretty close; also stuns
Undeadslayer weapon 100 mace Double damage against the undead.
Undinal Form water 100 Imp. Spear Piercing attacks only cause half damage to you.
Warlord - I - 0 buy at Black Rock Castle (1.000) Increases all base damages by 1 point.
Warlord - II - 0 buy at Black Rock Castle (2.500) Increases all base damages by 2 points.
Warlord - III - 0 buy at Black Rock Castle (5.000) Increases all base damages by 3 points.
Warlord - IV - 0 buy at Black Rock Castle (7.500) Increases all base damages by 5 points.
Warlord - IX - 0 buy at Black Rock Castle (75.000) Increases all base damages by 35 points.
Warlord - V - 0 buy at Black Rock Castle (10.000) Increases all base damages by 8 points.
Warlord - VI - 0 buy at Black Rock Castle (20.000) Increases all base damages by 12 points.
Warlord - VII - 0 buy at Black Rock Castle (30.000) Increases all base damages by 16 points.
Warlord - VIII - 0 buy at Black Rock Castle (50.000) Increases all base damages by 25 points.
Warlord - X - 0 buy at Black Rock Castle (100.000) Increases all base damages by 50 points. So in total you spend 301,000 for X.
Way of the Warrior - I melee, no elt. 50 longsword, halberd Doubles critical chances.
Way of the Warrior - II melee, no elt. 100 bastard sword, warblade, Imp. Glaive, gladius Triples critical chances.
Way of the Warrior - III melee, no elt. 200 katana, spear of the Shadowlands Quadruples critical chances.
Weak Point - I melee, fast 50 punch knife Reduces enemy armour protection by one quarter.
Weak Point - II melee, fast 100 Corw. Spear Reduces enemy armour protection by one half.
Weak Point - III melee, fast 200 Sura claws Reduces enemy armour protection by three quarters.
Winter Curse ranged, water 100 Imp. Icebow, Imp. Necklace Any foe hit begins to walk more slowly as the chill curse freezes their bones. each hit slows further
Wrath of the Storm focus, air 200 Imp. Stormseeker Magic of the Fourth Circle. Calls down lightning to hit all foes in the area. Takes time to recharge.