Accessories
Accessories are the widest-ranging equipment slot. They tweak vision, action economy, movement, exhaust management, team support, resource conversion, skill behavior, and defensive or offensive utility. Every one pairs a clear benefit with a compensating drawback — read both before you equip.
| Accessory | Effect |
|---|---|
| Adrenaline Injector | A stimulant that masks exhaustion with raw aggression. Benefit: Ignore exhaust level 1 penalties Drawback: Exhaust levels 2-3 deal double penalties |
| Aegis | A reactive shield with 2 charges. Benefit: Block action halves all incoming effects (2 uses) Drawback: +10% damage taken after both charges are expended |
| Blood Contract | A dark pact that trades vitality for action. Benefit: Spend 15% max HP to gain +1 AP (repeatable, HP loss is permanent) |
| Devastation Stone | A stone that amplifies destruction without discrimination. Benefit: AOE skills deal +20% damage Drawback: AOE skills also damage allies in the area |
| Ear Trumpet | An amplifying horn that lets you hear distant footsteps. Benefit: Detect enemies moving within 2 hexes outside your vision Drawback: -1 vision range |
| Echorb | An orb that resonates with repetitive actions. Benefit: Repeating the same action stacks +10% damage bonus Drawback: Switching to a new damaging action costs -5% damage |
| Energy Sigil | A sigil that stores one burst of pure focus. Benefit: Toggle - next skill/attack ignores exhaust penalties and generates no exhaust Drawback: Start the battle with 2 AP instead of 3 |
| Executioner's Mark | A mark that amplifies damage against weakened foes. Benefit: +20% damage vs enemies at 0-25% HP, +10% at 25-50% HP Drawback: -10% damage vs enemies at 50-75% HP, -20% at 75-100% HP |
| Field-Glass | A spyglass that extends your view of the battlefield. Benefit: +1 vision range Drawback: -10% max HP (fragile item) |
| Fight Idol | An idol that rewards pure aggression over mobility. Benefit: +15% damage at round start Drawback: -5% damage per MP spent; resets each round |
| Gem of Anarchy | A chaotic gem that bends the rules of time and effort. Benefit: All skills -1 cooldown (minimum 1) Drawback: All skills cost +1 AP |
| Gravity Boots | Boots that magnetize you to the ground, ignoring terrain. Benefit: Immune to difficult terrain movement cost penalties Drawback: -1 movement |
| Hermes Boots | Swift boots that sacrifice peripheral awareness for speed. Benefit: +2 MP Drawback: -2 vision range |
| Last Resort | A desperate measure for when everything has gone wrong. Benefit: Toggle - next skill AP cost replaced by 50% current HP Drawback: HP cost scales with current health |
| Martyr Mark | A brand that channels your life force to your allies. Benefit: Heal nearby allies (≤2 hexes) 5 HP per turn Drawback: Lose 5 HP per ally healed each turn |
| Monocle | A precision lens that identifies threats. Benefit: Attackers are marked visible until end of round Drawback: -10% max HP |
| Multistrike Glove | A reinforced glove that drives multiple rapid strikes. Benefit: Basic attacks hit twice at 75% damage each Drawback: Basic attacks cost +2 AP |
| Old Cloak | A tattered cloak that lets you slip past barriers. Benefit: 10 MP usable in zones without multipliers (one-time use) Drawback: -1 movement while reserve is active |
| Overcharge Core | A volatile energy core that unleashes a massive burst. Benefit: Double your AP once per battle Drawback: 0 AP next turn after use |
| Rallying Horn | A horn that turns grief into fury. Benefit: On any ally death, all living allies lose 1 exhaust Drawback: Holder gains 1 exhaust on each ally death |
| Resurrection Totem | A totem that holds a fragment of your life force. Benefit: Revive once per battle with 30% HP Drawback: -30% max HP and cannot be healed |
| Senzu | A mystical bean that restores the body at great cost. Benefit: Rest action resets exhaust to 0 (once per battle) Drawback: Skip next turn; +10% damage taken during skip |
| Sniper's Focus | A focusing scope that rewards patience. Benefit: +2 attack range when stationary Drawback: -1 attack range after moving |
| Stamina Medal | A medal awarded to enduring soldiers. Benefit: Exhaust penalties reduced by 30% Drawback: -5% damage output |
| Tactical Mind | A strategic focus that converts decisiveness into mobility. Benefit: Spend 1 AP to gain +2 MP this turn (repeatable) |
| Tower Emblem | An emblem that rewards holding your ground. Benefit: -10% damage taken while stationary Drawback: +5% damage taken after moving |
| Wild Magic Gem | A gem that pulses with unstable magic, cycling through power and caution. State A (turns 1-2): +20% damage dealt, +15% damage taken State B (turns 3-4): -10% damage dealt, -10% damage taken |