Accessories

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Overview

Accessories are any type of equipment that doesn't fall under Weapons or Armor. Accessories have their own unique list of bonuses you can choose from based upon their rank.

Here are some things to keep in mind with accessories:

  • Accessories have no level and grant bonuses by rank.
  • Accessories have four ranks: two normal ranks (B and A; can be made through Blacksmithing or be found in quests) and two rare ranks (Rare and Legendary; can only be found through lengthy sagas or quested for).
    • Rare Accessories get their effects from the Rare Effects list.
    • Legendary Accessories have a unique effect that you can make and get approved on the Approval board.
  • You can make Rank A and B accessories with Blacksmithing.
  • Blacksmithing can be used to upgrade B-Rank accessories to A-Rank.
  • The BLK+ can be used to forge Rare Accessories.
  • You cannot gain or equip Rank A accessories until Level 11, you cannot gain or equip Rare accessories until Level 15, and you cannot gain or equip Legendary accessories until Level 21.
  • A character may not have more accessories than they can wear. (An exception would be made, of course, for a blacksmith making accessories that they're just selling to other characters.)


Accessory Types

Accessories include all sorts of items that do not count as typical clothing items like hats or pants. They are items like rings, cloaks, belts, piercings and undershirts. Accessories do not gain any specific bonuses based upon what type of accessory they are (rings don't have any bonus belts can't grant you) and all have access to the same pool of Elements and Kickbacks. The only difference is just that you can equip just one accessory of each type at a time. The accessory types are listed below:

Piercing 1:
Piercing 2:
Fingers 1:
Fingers 2:
Wrist/Forearm:
Neck:
Undershirt:
Back:
Belt:
Ankle/Leg:


Ranks

Unlike armor and weapons, accessories have several ranks. Accessories grant you a certain set of bonuses based upon what rank they are.

First, Accessories have a set amount of points that allow you to pick up bonus effects to boost your character's power. Second, Rare and Legendary Accessories have Rare and Legendary Effects--unique effects that give them an extra bonus in or out of battle. The bonuses and other notes for each rank are listed here:

B: 2 points
A: 4 points (Can be upgraded to with Blacksmithing, must be level 11+)
Rare: 4 points, Rare Effect (Cannot be upgraded to, can be forged with BLK+, must be level 15+)
Legendary: 4 points, Legendary Effect (Cannot be upgraded to or forged, must be level 21+)


Blank Format

Below is an example of the blank accessory format.


Name (Accessory//Type//Rank): Description.
Effects:
Elements:


Elements

Much like techniques and ascensions, accessories have their own set of unique elements that can be added to them. Note that you cannot surpass the limits of bonuses from accessories just by getting more accessories with the same effects. Bonuses provided by these accessories cannot exceed their limits; for example: if you have "Attack+" three times on one accessory, you can't have it on another.


1 Point

  • Attack+ (1): Increases ATK by 2. Stackable 5 times.
  • Accuracy+ (1): Increases ACC by 2. Stackable 5 times.
  • Speed+ (1): Increases SPD by 2. Stackable 5 times.
  • Defense+ (1): Increases DEF by 2. Stackable 5 times.
  • Skill Helper (1): It's kind of like Hamburger Helper, except with skills. This increases a specified Skill by 5. Stackable 5 times total across all skills. Cannot increase a skill past the a cap of 50 (Level 1-11), 75 (Level 12-23) or 100 (Level 24+).
  • Resist Tier 1 (1): Increases your resistance to a specified Tier 1 ailment by 5%. Stackable 4 times per ailment.


2 Points

  • Death Ward (2): This increases the amount of extra damage it takes to kill you by 5%. (The base damage needed to kill you is 115% of your maximum health.) Stackable 2 times.
  • Dodge Reflex (2): +5% dodge chance if targeted by an ability costing 40 stamina or more. Does not stack.
  • Tough Guy (2): +5% defense if targeted by an ability costing 40 stamina of more. Does not stack.
  • Sharp Eye (2): +5% Vital Hit chance if using an ability costing 35 stamina or less. Does not stack.
  • Iron Fist (2): +5% attack if using an ability costing 35 stamina or less. Does not stack.
  • Skill Envy (2): When rolling against someone whose skill number is higher than yours, you get +2 to your roll. (For instance, your 20 SPC against their 50 WLP, not your SPC against their SPC) Stackable 5 times.
  • Hippie (2): Your allies' stats are increased by 2% of your own respective stats. Stackable 5 times.
  • Better Off Dead (2): When you're KO'd in battle there there's a 25% chance your enemy thinks you're dead. Stackable 2 times.
  • Resist Tier 2 (2): Increases your resistance to a specified Tier 2 ailment by 5%. Stackable 4 times per ailment.


3 Points

  • Ephemeral Power (3): If used with a technique, it increases the damage by 20 per level of mastery. You will not be able to use this technique again for the duration of the battle. Ephemeral Power can only be used once per battle. Cannot stack with Finisher or Single Use.
  • Racism (3): Increases damage against a certain race by 10plm. Stackable 3 times.
  • Heartguard (3): Once per battle, it can be used for 1 quick action and 15 Stamina to grant the user 10% current HP regeneration for 2d3 turns.
  • Gold Digger (3): Increases number of credits you gain from board quests by 15%. Stackable 3 times.
  • Bullet Time (3): Increases the wearer's reactions by 10% until the start of their next turn. This can only be used once per battle and does not exceed limits. This is considered a passive effect and can be used at any time.
  • Toned (3): Gives a bonus of 50 points to your HP, independent of your armor. Stackable 3 times.
  • Fire Extinguisher (3): Adds 5plm damage to techniques used against an opponent of fire or sun affinity. Cannot stack with Portable Hummer, Heavens Piercer, or Paint Can.
  • Portable Hummer (3): Adds 5plm damage to techniques used against an opponent of water or earth affinity. Cannot stack with Fire Extinguisher, Heavens Piercer, or Paint Can.
  • Heavens Piercer (3): Adds 5plm damage to techniques used against an opponent of sky or moon affinity. Cannot stack with Fire Extinguisher, Portable Hummer, or Paint Can.
  • Paint Can (3): Adds 5plm damage to techniques used against an opponent of void or rift affinity. Cannot stack with Fire Extinguisher, Portable Hummer, or Heavens piercer.
  • Sunscreen (3): Reduces 5plm damage from techniques used by opponents of fire of sun affinity. Cannot stack with Windshield Wiper, Personal Roof, or Rose Colored Glasses.
  • Windshield Wiper (3): Reduces 5plm damage from techniques used by opponents of water or earth affinity. Cannot stack with Sunscreen, Personal Roof, or Rose Colored Glasses.
  • Personal Roof (3): Reduces 5plm damage from techniques used by opponents of sky or moon affinity. Cannot stack with Sunscreen, Windshield Wiper, or Rose Colored Glasses.
  • Rose Colored Glasses (3): Reduces 5plm damage from techniques used by opponents of void or rift affinity. Cannot stack with Sunscreen, Windshield Wiper, or Personal Roof.
  • Pouch (3): This Accessory provides one additional Consumable slot. Stackable 3 times.
  • Luster (3): At the beginning of the battle you have 25% of a random Tier 1-2 augment.
  • Scourge (3): At the beginning of the battle your opponent has 25% of a random Tier 1-2 ailment. If you have multiple opponents, the one this affects is randomly selected if this succeeds.
  • Resist Tier 3 (3): Increases your resistance to a specified Tier 3 ailment by 5%. Stackable 4 times per ailment.


4 Points

  • Heads I Win, Tails You Lose (4): You have a 20% chance of gaining a charge when struck by a status ailment caused by an enemy.
  • Walk It Off (4): Reduces the duration of ailments on you by 1 turn, to a minimum of 1.
  • Take It Like a Man (4): Increases the duration of your status effects by 1 turn.
  • Oversoul (4): Increases the maximum number of charges you can carry by 1. Stackable twice.
  • I Has a Gatorade (4): You gain 5 extra stamina on your turns. Stackable twice.
  • Gotta Go Fast (4): Gives you one extra movement when you use the run action.
  • Perfect Synergy (4): Synergy effects are 5%/5 points more effective.
  • Treasure Whore (4): Doubles the number of loot rolls you receive.


  • Unique (1-4): A unique accessory effect. When making these, try to have an idea of what its cost would be and balance it accordingly, then consult a staff member. These effects may be permanently added to the accessory effect list. The effect is not made legal until approved by 3 Owners.


Kickbacks

Note: Unlike bonuses, these kickbacks are special penalties that can be added to as many accessories as you like. They grant you extra points to spend on that accessory.

  • Weapon-Bound (-1): This accessory is bound to one of your weapons. If the weapon is disarmed or unequipped, the effects granted by this accessory are lost. Only in-battle effects can be used on this accessory.
  • Burdened (-1): The accessory causes you to get 5 less stamina per turn.
  • Night Owl (-1): This accessory's effect can only be used at night.
  • Sunny Day (-1): This accessory's effect can only be used during the day.
  • Pity Party (-1): This accessory's effect can only be used when you are under a status ailment. This includes Crippled and Broken Limb.
  • No Soup for You (-1): If your accessory is an activated effect, it costs 15 stamina or +15 if it already costs stamina. This causes all effects on the accessory to require activation. Only in-battle effects can be used on this accessory.


  • Life Sucker (-2): You lose 5 HP per level at the beginning of each of your turns.


  • Unique (-[1-4]): A unique accessory effect. When making these, try to have an idea of what its cost would be and balance it accordingly, then consult a staff member. These effects may be permanently added to the accessory effect list. The effect is not made legal until approved by 3 Owners.


Core Rules
Basics: AffinityAlignmentExperience GainsLevelRacesSkills (Skill +)
Battle: ActionsAwakening (Overload) • Battle PenaltiesBattle TablesRangeReactionsStatus Effects (Broken LimbCrippled) • Techniques
Items: AccessoriesArmorEquipment UpgradesKeystonesLegendary Lore ItemsMisc ItemsShopsWeapons
Misc: AffectionDay and NightDeathFlightKnowledgesLanguagesRare EffectsRP CombatTraitsUnique PassivesUniversal Passives