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 |
|---|---|
| Aegis | A reactive shield with 2 charges. Benefit: toggle the block; while it is raised, each hit you take is halved after all its other modifiers and spends 1 of the 2 charges (the block lowers itself when the last one is spent) Drawback: once both charges are spent, you take +10% damage for the rest of the battle |
| Appraiser's Eye | A jeweller's loupe that prices a fighter at a glance. Benefit: every enemy you see has its loadout revealed to your side (a unique still reads as "(Unique)" until it is used) Drawback: -1 vision |
| Devastation Stone | A stone that amplifies destruction without discrimination. Benefit: area skills deal +20% damage Drawback: every ally standing in the skill's area (you excepted) also takes the hardest single blow the skill landed |
| Ear Trumpet | An amplifying horn that lets you hear distant footsteps. Benefit: an enemy that walks within 2 hexes of you (on any step of its walk), or whose hit lands on you, is lit, seen and targetable through fog, until the round ends Drawback: -1 vision range |
| Echorb | An orb that remembers the spell you cast before. Benefit: a skill you also used the round before deals +5% damage per consecutive round (up to +25%) Drawback: none |
| Energy Sigil | A sigil that stores one burst of pure focus every turn. Benefit: your first skill each turn costs 0 AP and generates no Overheat Drawback: your AP is capped at 2; a turn is either skills or the basic attack, never both |
| Fight Idol | An idol that rewards pure aggression over mobility. Benefit: +15% damage dealt, renewed each round Drawback: -5% damage per movement point your walks cost this round (at most -30%) |
| Gem of Anarchy | A chaotic gem that bends the rules of time and effort. Benefit: every skill cooldown is 1 turn shorter (never below 1), at no AP cost Drawback: every skill, ultimates included, charges +1 Overheat |
| Gravity Boots | Boots that magnetize you to the ground, ignoring terrain. Benefit: difficult terrain costs you no more than open ground (climbing and enemy zones of control still cost) Drawback: -1 vision range |
| Haze Cape | A cloak that takes the colour of the leaves. Benefit: in tall grass and forest you are hidden, even from an enemy beside you. Reveals such as goggles, Hunt and Alarm Wire still find you. |
| Heat Exchanger | Copper coils that bleed off the heat of a hard turn. Benefit: in a round in which you used 2 skills or more, your Overheat falls by 2 more when it decays at the end of your turn Drawback: -1 range on your skills |
| Hermes Boots | Swift boots that trade awareness for speed. Benefit: +1 MP Drawback: -2 vision range |
| Lantern | A hooded lantern that burns through fog and stealth. Benefit: at the end of your turn, hidden or invisible enemies within 2 hexes are revealed (a red mark) until the round ends Drawback: the light shows you too: you are seen through fog until the round ends |
| Last Resort | A desperate measure for when everything has gone wrong. Benefit: toggle - your next skill costs no AP Drawback: it costs 50% of your current HP instead (never below 1 HP); its Overheat is still charged |
| Martyr Mark | A martyr's brand that gives its bearer's blood to the line. Benefit: at each round start, allies within 2 hexes heal 4% of their max HP Drawback: you lose 3% of your max HP per ally in range (never below 1 HP) |
| Multistrike Glove | A reinforced glove that drives rapid strikes. Benefit: your basic attack strikes twice, each hit at 60% damage (the second only if the first did not kill) Drawback: your basic attack charges +1 Overheat |
| Opener's Mark | "A mark for the first blow. |
| Rallying Horn | A war horn that steadies the line. Benefit: once a round, when you use your ultimate or a skill on an ally, allies within 2 hexes vent 1 Overheat Drawback: you gain +1 Overheat |
| Seer's Lens | A lens ground from clear ice. Benefit: you see past map elements, walls and forest. Mountains and higher ground still block. You cannot attack through them. |
| Stoker's Brand | A red-hot seal pressed into the skin. Benefit: +4% damage per point of Overheat. Drawback: your second action each turn (skill or basic attack) costs double Overheat. |
| Tower Emblem | An emblem that rewards holding your ground. Benefit: -10% damage taken until you walk this round Drawback: +5% damage taken once you have walked this round |
| Troll Heart | A regenerating heart that mends anything. Benefit: +25% to every heal you receive, lifesteal and drains included Drawback: +10% damage taken |
| Wild Magic Gem | A gem whose magic swings between two states every 2 of your own turns. State A: +15% damage dealt, +15% damage taken State B: -15% damage dealt, -15% damage taken |