The points listed are the attunement points you need to collect
to unlock the attunement from an item. |
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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. |
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|
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. |
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