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
Adrenaline InjectorA stimulant that masks exhaustion with raw aggression.
Benefit: Ignore exhaust level 1 penalties
Drawback: Exhaust levels 2-3 deal double penalties
AegisA reactive shield with 2 charges.
Benefit: Block action halves all incoming effects (2 uses)
Drawback: +10% damage taken after both charges are expended
Blood ContractA dark pact that trades vitality for action.
Benefit: Spend 15% max HP to gain +1 AP (repeatable, HP loss is permanent)
Devastation StoneA stone that amplifies destruction without discrimination.
Benefit: AOE skills deal +20% damage
Drawback: AOE skills also damage allies in the area
Ear TrumpetAn amplifying horn that lets you hear distant footsteps.
Benefit: Detect enemies moving within 2 hexes outside your vision
Drawback: -1 vision range
EchorbAn 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 SigilA 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 MarkA 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-GlassA spyglass that extends your view of the battlefield.
Benefit: +1 vision range
Drawback: -10% max HP (fragile item)
Fight IdolAn idol that rewards pure aggression over mobility.
Benefit: +15% damage at round start
Drawback: -5% damage per MP spent; resets each round
Gem of AnarchyA chaotic gem that bends the rules of time and effort.
Benefit: All skills -1 cooldown (minimum 1)
Drawback: All skills cost +1 AP
Gravity BootsBoots that magnetize you to the ground, ignoring terrain.
Benefit: Immune to difficult terrain movement cost penalties
Drawback: -1 movement
Hermes BootsSwift boots that sacrifice peripheral awareness for speed.
Benefit: +2 MP
Drawback: -2 vision range
Last ResortA 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 MarkA 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
MonocleA precision lens that identifies threats.
Benefit: Attackers are marked visible until end of round
Drawback: -10% max HP
Multistrike GloveA reinforced glove that drives multiple rapid strikes.
Benefit: Basic attacks hit twice at 75% damage each
Drawback: Basic attacks cost +2 AP
Old CloakA 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 CoreA volatile energy core that unleashes a massive burst.
Benefit: Double your AP once per battle
Drawback: 0 AP next turn after use
Rallying HornA 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 TotemA 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
SenzuA 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 FocusA focusing scope that rewards patience.
Benefit: +2 attack range when stationary
Drawback: -1 attack range after moving
Stamina MedalA medal awarded to enduring soldiers.
Benefit: Exhaust penalties reduced by 30%
Drawback: -5% damage output
Tactical MindA strategic focus that converts decisiveness into mobility.
Benefit: Spend 1 AP to gain +2 MP this turn (repeatable)
Tower EmblemAn emblem that rewards holding your ground.
Benefit: -10% damage taken while stationary
Drawback: +5% damage taken after moving
Wild Magic GemA 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