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Power in the heat of battle

Accessories

Amulets, bracelets and earrings for a separate slot. They stay silent until you fill the adrenaline bar, then activate for 30–120 seconds, depending on the accessory (one acts instantly): they heal, speed you up, add armor or skills.

Where does adrenaline come from? Hits, blocks, parries and dodges fill the bar. How much each action gives is shown at the bottom of the page. How it works ↓

How accessories work

Adrenaline bar It fills in combat while an accessory is worn. When it is full, the effect triggers and the bar resets.
+1 Hit a strong hit +1–3, a bow shot +0.5
+1–2 Block depends on the shield or weapon
+5 Parry tower shields give 0
+10 Dodge +5 more if you roll away from an incoming hit
+3 Staggering an enemy when the enemy’s stagger bar fills

A separate slot

An accessory is worn in its own slot, so it takes no room in your armor. You can wear only one. Accessories have no levels and are not upgraded at a station.

Adrenaline

Until the bar is full, an accessory does nothing. The more often you hit, block and dodge, the more often the effect triggers. Parries and dodges give the most.

Short and strong

The effect usually lasts 30–120 seconds, while Brimstone acts instantly. Accessories with a lower threshold trigger more often but give less. Thresholds differ: from 10 to 100 adrenaline, the highest being Brimstone’s.

Crafting

The first accessories are made at the forge, starting in the Black Forest, and the later ones at the Black Forge. The recipe always includes a metal of its stage and a trophy from a strong creature, so an accessory is a reason to hunt it.

What to pick

Melee with a shield: the health and armor accessories. Bows and spears: Wolf Sight. Mages: the earrings and Jörmundling for eitr. Long voyages: Fins of Destiny, because it needs only 10 adrenaline.