| 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. | |