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KULT Heretic Kingdoms: Attunements & Magic

When the God of the Land was slain, its essence was scattered, and all things became infused with it. Mages, those born with the scar known as the Macula, have the ability to attune with items, weapons and armour, channelling this dormant power and accessing great abilities. They gradually become attuned to the essential nature of items as they fight.
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The most fundamental Attunements are those of neutral alignment, and all who are on the path can master these. More advanced are the Elemental Attunements, those of Fire, Water, Air and Earth. However, not every Mage can attune themselves to the elements…. Those that fail the test of the elements are known as Sightless Mages, and although some look down upon them as inferior, the power available to even a Sightless Mage is considerable – and even among those who pass the test of the elements, some still prefer the way of the warrior to the path of the mage.

Aligning to an element allows a Mage access to the essential nature of that element. These powers can be combined with weaponry, or used with focuses to cast destructive spells.

In the classical thaumaturgy tradition of the Heretic Kingdoms, the four elements are characterised as follows:


“Fire, the Destroyer”


Those who prefer the path of Fire are choosing destructive power over subtlety. Although the destructiveness of Fire Attunements is high, they are unsubtle and offer little beyond raw power.


“Water, the Paralyser”

The path of Ice magic carries with it the capacity to slow and stun foes, which many Water Mages insist is worth more than the simple pleasures offered by the other paths.


“Air, the Swift”

The speed of Lightning is the gift of the Air Mage, and this path is blessed with spells which strike swiftly – and Attunements which enhance one’s own speed.


“Earth, the Resiliant”

The powers of Poison and earthquake are the sting of the Earth Mage, coupled with greater defence and more potent healing. Practitioners claim that mastery of Earth magic is its own reward.



Blinding Light

Blinding Light. One of the few Fire Attunements which turns the gift of Fire to defence, rather than offence. An orb of intense light blinds foes, making it harder for them to determine your weak points.
Earth Quake

Earth quake.

Earth Magic of the Fourth Circle, this is the most potent Focus Attunement available to an Earth mage. Here it is being unleashed against an Ice and a Lava Elemental – too foes deserving of such special attention.
Flame Blast

Flame Blast. Fire Magic of the Second Circle. The burst of fireballs unleashed with this Attunement can be used against many foes, or at point blank range the discerning Fire Mage can use it to immolate a single foe.
Lightning Cross

Lightning Cross. Air Magic of the Second Circle. Although indiscriminate, the blasts of lightning unleashed by his Attunement are best employed when the mage is surrounded. Foes that stray too close will be struck by more than one bolt.
Poison Cloud

Poison Cloud. Earth Magic of the Second Circle. Unleashes a cloud of poison gas – even those who do not draw breath become envenomed by the touch of the gas upon their skin, and swift and punishing convulsions follow.
Poisen Wave

Poison Wave. Earth Magic of the Third Circle. An advanced form of the Poison Cloud Attunement, with this ability the cloud of venom expands outwards and is more intensely felt by those who come into contact with it.
Ring of Fire

Ring of Fire. Fire Magic of the Third Circle. The strength of the fireballs unleashed by this Attunement is such that even if the intensity of the flame does not kill instantly, the resulting blaze that engulfs foes and continues to burn afterwards often brings death.