Accessories
MUNDANE ACCESSORIES
Accessories are small little trinkets that provide small little one per battle effects.
When you have an Accessory equipped, you gain access to its Quick Ability, and can use it once per battle.
Accessories have no weight cost, and you may only equip one at a time.
| Gold Cost | Accessory | [Q] Quick Ability | Description |
| 30 | Barrier Ring | The user gains a Barrier (6). | A thirteen-piece ring, all interlocked, each of a different material. |
| 30 | Shield-Shroud | The user gains a Bubble (6). | A cloak enchanted with a magic shield. The tie-cords activate it. |
| 30 | Amber Bead | The user is True Healed for +6HP. | A sprig from an ancient tree, trapped in amber. |
| 40 | Jet Bead | The user recovers +4MP. | Mounted in the style of mourning jewelry. |
| 35 | Tiger Bracelet | The users rolls +1 potency die with their action this turn. | A flashy bracelet. The inscription reads 'seize the dream'. |
| 40 | Lion Bracelet | The users gains +4 potency with their action this turn. | A solid bracelet. The inscription reads 'courage in adversity'. |
| 25 | Dragon Feather | The user Quicken 2s. | This one's a fake, but the magic's a good imitation of the real thing. |
| 40 | Second Hand | Select a single of your abilities, and refresh its ability to combo. | A relic salvaged from an ancient clock. |
| 30 | Soldier's Beads | Generate a single momentum from one of the following types: Rush, Launch, Pin, Recovery. | Passed on to survivor from the fallen, with another bead added on every trip home. |
| 30 | Mystic's Beads | Generate a single momentum from one of the following types: Earth, Fire, Air, Water. | Prayer beads favored by mystics. Traditionally, carved wood. Sometimes, arrow-heads. |
| 20 | Scout Boots | The user immediately Dash or Retreat into the opposite row. | Carefully fitted, broken-in boots. An old folk tale holds that all actually comfortable boots are the dwellings of spirits. |
| 25 | Wrought Clover | Until the start of your next turn, ignore all Scratch damage, and when you spend LP you can adjust the CoS by +/- 20 rather than 10 per LP. | A brooch made by wiring an emerald leaf to a preserved clover. For those that make their own luck. |
PREMIUM ACCESSORIES
| Gold Cost | Accessory | [Q] Quick Ability | Description |
| 170 | Nm | The wielder gains a Barrier(10). | Tx |
| 170 | Nm | The wielder gains a Bubble(10). | Tx |
| 170 | Nm | The wielder is True Healed +10HP. | Tx |
| 180 | Nm | The wielder recovers +5MP, and reduces MP cost of their abilities this turn by -2. | Tx |
| 160 | Nm | The wielder rolls +1 potency die with their action this turn, and rerolls any 1s and 2s. | Tx |
| 180 | Nm | The wielder gains +6 potency with their action this turn. | Tx |
| 160 | Nm | Quicken 3, and the wielder may Dash or Retreat into the opposite row if desired. | Tx |
| 170 | Nm | Generate a single momentum+2 from one of the following types: Rush, Launch, Pin, Recovery. | Tx |
| 170 | Nm | Generate a single momentum+2 from one of the following types: Earth, Fire, Air, Water. | Tx |
| 180 | Expert's Pin | Contains a single Level 1 quick ability from the wielder's class that they don't have learned. | Only given to the true professionals that excel at their job. |
CONTRABAND ACCESSORIES
| Gold Cost | Accessory | [Q] Quick Ability | Description |
| 170 | Nm | Until the end of the round, True Strike any enemy that attacked the wielder for 5 elemental damage matching the wielder's resistance. | Tx |
| 170 | Nm | Gain +1 potency on this round's action for each time the wielder has been attacked since the battle began. | Tx |
| 180 | Nm | If you perform an action that deals elemental damage this turn, you may change it and it's generated momentum to a different element. | Tx |
| 170 | Nm | Change a single ally momentum on the field into any other type. | Tx |
| 160 | Nm | Slow 1 an enemy. | Tx |
| 180 | Nm | True Strike an enemy you don't hit with your action this turn for 6 physical damage. | Tx |
| 180 | Nm | Refresh a single Quick ability for an ally. | Tx |
| 160 | Nm | The wielder rolls +1 potency die this round, and anytime a die rolls its maximum value, roll an additional one. | Tx |
| 170 | Lightning in a Bottle | Grants +2 Drive to an ally with more than 10 Drive currently. | Rubber-stoppered, thunders when shaken. |
| 180 | Nm | True Heal the wielder and same row allies for +HP equal to the potency die roll of your action this turn. | Tx |





