Early technical draft (Feb 2026)
Kept for reference. Where it disagrees with the main chapters, the main chapters are current.
Accessory System — Full Specification¶
Accessories are equippable items that modify combat stats, dice rolls, abilities, and outcomes. They add build depth and strategic flexibility.
1. Accessory Categories¶
1.1 Offensive Accessories¶
Boost attack, crit, or dice size.
Examples:
- Sharpened Fang (+1 attack)
- Ember Charm (+10% crit chance)
- Weighted Dice (upgrade D6 → D8)
1.2 Defensive Accessories¶
Boost defense, block, or resistances.
Examples:
- Bark Shield (+2 defense)
- Water Veil (reduce fire damage)
- Guardian Stone (chance to negate hit)
1.3 Utility Accessories¶
Affect initiative, cooldowns, rerolls, or ability triggers.
Examples:
- Swift Band (+2 initiative)
- Focus Lens (reroll 1 failed ability per battle)
- Energy Coil (reduce cooldowns by 1)
1.4 Consumable Accessories¶
Single‑use items with strong effects.
Examples:
- Healing Herb
- Burst Crystal
- Elemental Bomb
2. Accessory Slots¶
Player Slots¶
- 2 base slots
- +1 at higher levels
- +1 from guild rank bonuses
Sprite Slots¶
- 1 base slot
- +1 from evolution
- +1 from rare traits
3. Accessory Rarity¶
| Rarity | Description |
|---|---|
| Common | Small, reliable bonuses |
| Uncommon | Moderate bonuses, minor effects |
| Rare | Strong effects, conditional triggers |
| Epic | Multi‑effect items |
| Legendary | Unique, build‑defining items |
4. Accessory Loss on Defeat¶
If a player dies:
- They lose some accessories
- Unless the opponent chooses mercy
- Higher rarity items have lower drop chance
This reinforces:
- Risk vs reward
- Social dynamics
- Guild honor systems
5. Accessory Synergy¶
Accessories can synergize with:
- Elemental abilities
- Dice modifiers
- Status effects
- Guild bonuses
- Sprite evolution traits
6. Future Expansion Hooks¶
- Set bonuses
- Craftable accessories
- Guild‑exclusive accessories
- Raid‑tier accessories
- Corrupted accessories with drawbacks