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.

AccessoryEffect
AegisA 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 EyeA 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 StoneA 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 TrumpetAn 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
EchorbAn 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 SigilA 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 IdolAn 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 AnarchyA 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 BootsBoots 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 CapeA 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 ExchangerCopper 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 BootsSwift boots that trade awareness for speed.
Benefit: +1 MP
Drawback: -2 vision range
LanternA 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 ResortA 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 MarkA 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 GloveA 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 HornA 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 LensA 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 BrandA 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 EmblemAn 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 HeartA regenerating heart that mends anything.
Benefit: +25% to every heal you receive, lifesteal and drains included
Drawback: +10% damage taken
Wild Magic GemA 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