Accessories
An accessory is a kind of item that is worn on the body but is not a piece of armor. While there are no fixed “slots” for where accessories can be worn, no accessory can be worn in a way that does not make sense. So, characters may only wear one pair of boots at a time, one hat at a time, and so on. Characters of any tier can wear any type of accessory, but characters may only wear a number of accessories at a time equal to their tier divided by two, at a minimum of 1. This means that tier 1 characters can wear 1 accessory at a time, while tier 10 characters can wear 5 at a time.
There are no stacking Grade levels for accessories, but there are three unique types of accessory for each slot. Lucky accessories grant a +1 bonus to their wearer’s Evasion, and Mystical accessories grant a +1 bonus to their Resistance. Both Lucky and Mystical accessories can have the same upgrades attached to them, one upgrade per accessory. There are also more powerful Unique accessories, but these do not grant bonuses to a character’s Evasion or Resistance. In terms of merchant offerings and quest rewards, characters will have access to Lucky and Mystical accessories at tiers 1-5, while characters above tier 5 will have access to Uniques as well.
Accessory Pricing
The base cost of an accessory is 75 ¤. A Partial Upgrade multiplies the base cost of an accessory by 2, while a Total Upgrade multiplies it by 4.
| Upgrade | Price |
|---|---|
| None | 75 |
| Partial | 150 |
| Total | 300 |
Accessory Upgrades
Partial
| Upgrade | Description |
|---|---|
| Shield | This type of accessory grants a +1 to either a character’s Physical or Magical Defense. This effect can stack with other bonuses of the same type. |
| Resonance | When a character is wearing an accessory of this type, when they hit an opponent with an ability of the specified element, it hits them as though the result on the hit die were a 10 regardless of what the actual result of their attack or sleight was. This effect does not stack with other effects of the same type, but the wearer can have multiple elemental resonances at once. |
| Supporting | Wearing this accessory grants proficiency with a specified type of weapon or armor. This does not stack, but characters can wear accessories that give them multiple different proficiencies at the same time. |
| Volatile | When the wearer uses an ability that costs MP while wearing this accessory, cast the outcome die. If the result is greater than 5, the ability does not cost any MP, while if the result is 5 or below, the ability costs double MP. If they cannot afford the double MP cost in the latter case, the ability still activates but they immediately drop to 0 MP. |
| Item Sleeve | When a character uses the item specified by this upgrade, if using said item involves casting the outcome die, their player may cast an additional outcome die and freely choose which result to take. If this is not involved, it instead doubles the item’s potency or adds an extra enhancement. For example, a healing item that normally heals 10 HP will now heal 20, or an Item Sleeve for an Analyze item will give it the Multi enhancement. |
| Linked Ability | When a character wears this accessory, they gain the use of an ability specified by the upgrade for double its usual MP cost. |
| Mana Battery | This accessory has a linked pool of 10 temporary MP that the wearer can draw on instead of their base MP pool. This MP resets at the beginning of every battle. |
| Scanner | While a character is wearing this accessory, they can use the Scan ability without spending any MP. |
| Elemental Resistance | While wearing this accessory, all elemental damage of the specified type that a character takes is multiplied by 0.5 in addition to any other modifiers. This effect cannot stack with any other resistances they have to the same element. |
| Targeting | This Accessory gives the wearer a +1 to one of their Accuracies. This bonus can stack with any other bonuses of the same type. |
Total
| Upgrade | Description |
|---|---|
| Conjure | Once per battle, the wearer of this accessory may spend 2 AP to summon the contained warrior into the battle. When it is first summoned, it will enter the initiative order as though this were the first round of combat, and can begin acting during the following round but can be targeted during the round it was first summoned. |
| Elemental Shield | While a character is wearing this accessory, they are immune to a single elemental damage type, not including colorless damage. This does not stack, but they can be immune to multiple elemental damage types at once. |
| Targe | This ability gives the wearer the Block ability. Block costs 1 AP and no MP, and multiplies the damage of the next strike that hits them by 0.5 in addition to other modifiers. This ability only lasts until the beginning of the user’s next turn, not counting held turns. |
| Soul Sink | The first time the wearer undergoes True Death while wearing this accessory, it will reconstitute them back to 1 HP, regardless of how badly they were injured. However, after the first time they die while wearing this accessory, they cannot take it off again, or they will instantly and permanently die. |
| Chameleon | While a character is wearing this accessory, they can use the Dancer’s Costume Change ability without spending any MP. If the wearer is a Dancer, this also reduces the cost of the ability to 1 AP. |
| Protection Against Monsters | When the wearer takes damage from an attack made by another character of the creature type specified by this item, it is multiplied by a factor of 0.5 in addition to other multipliers. |
| Auto Heal | During the Effect Phase of every round, if a character is wearing this accessory they automatically heal for 5 HP. While they are downed, this accessory does nothing. |
| Grant Edge | At the start of a battle, if a character is wearing this accessory, they count as having +1 to their base Initiative. This effect can stack. |
| Absorb Magic | If the wearer is hit by a spell of the specified element while wearing this accessory, they gain an amount of HP equal to the damage they would have taken normally. However, they may not use abilities of that element while wearing this accessory. |
| Reciprocity | Any hex, status, or charm that any character applies to the wearer is also applied to them. This includes statuses such as Taunted, Guarded, and Hunted, but does not include the effects of Shells. Any effects the wearer applies to themselves are only applied once. |
Example Accessories
| Name | Type | Worn | Upgrade |
|---|---|---|---|
| Pilot Goggles | Lucky | Face | Targeting |
| Soul Gem | Mystical | Necklace | Mana Battery |
| Rocket Arm | Mystical | Arm | Item Sleeve (Harm) |
| Armguard | Unique | Arm | Targe |
| Autodoc | Unique | Back | Auto Heal |
Accessory Generation
Each accessory has only one upgrade, so generating random accessories is just a matter of randomly choosing the upgrade. If the result is a 1-10 on the table below, choose if the accessory is Lucky or Mystical. Otherwise, its total effect is all there is.
| Result | Upgrade |
|---|---|
| 1 | Shield |
| 2 | Resonance |
| 3 | Supporting |
| 4 | Volatile |
| 5 | Item Sleeve |
| 6 | Linked Ability |
| 7 | Mana Battery |
| 8 | Scanner |
| 9 | Elemental Resistance |
| 10 | Targeting |
| 11 | Conjure |
| 12 | Elemental Shield |
| 13 | Targe |
| 14 | Soul Sink |
| 15 | Chameleon |
| 16 | Protection Against Monsters |
| 17 | Auto Heal |
| 18 | Grant Edge |
| 19 | Absorb Magic |
| 20 | Reciprocity |