Overview
Accessories are equippable items in Crimson Desert that provide various stat bonuses to complement your Armor and Weapons. Unlike armor pieces, accessories do not provide base Defense in the traditional sense but instead offer unique stat combinations such as Attack, Accuracy, Critical Rate, and Movement Speed.

There are five types of accessories: rings, necklaces, earrings, crowns, and masks. Each accessory can be refined from +0 to +10 at a Blacksmith, increasing its stats with each level. Some accessories can also be upgraded by combining duplicates.
Grade Distribution
There are 76 unique accessories across all grades:
Grade | Count |
|---|---|
Mythical | 25 |
Ultimate | 15 |
High Quality | 15 |
Boss | 13 |
Rare | 8 |
Rings
23 rings are available.
Image | Name | Grade | Attack | Attack Speed | Price |
|---|---|---|---|---|---|
| Mythical | 3 | - | 65 | |
| Mythical | 2 | 1 | 65 | |
| Mythical | 2 | - | 65 | |
| Mythical | 2 | - | 65 | |
| Mythical | 11 | - | 2,500 | |
| Mythical | 2 | - | 65 | |
| Mythical | 3 | 3 | 2,500 | |
| Mythical | 2 | - | 65 | |
| Mythical | 7 | - | 2,500 | |
| Mythical | 7 | - | 2,500 | |
| Mythical | 3 | 4 | 2,500 | |
| Ultimate | 3 | 3 | 1,750 | |
| Ultimate | 3 | 4 | 1,750 | |
| Ultimate | 4 | - | 7,700 | |
| Boss | 3 | 3 | 25 | |
| Boss | 3 | 3 | 1,000 | |
| Boss | 3 | 3 | 1,000 | |
| Rare | 3 | 3 | 500 | |
| Rare | 3 | 3 | 500 | |
| High Quality | 7 | - | 1 | |
| High Quality | 3 | 3 | 250 | |
| High Quality | 7 | - | 1 | |
| High Quality | 3 | 3 | 250 |

Necklaces
28 necklaces are available.
Image | Name | Grade | Attack | Critical Rate | Price |
|---|---|---|---|---|---|
| Mythical | 11 | - | 2,500 | |
| Mythical | 5 | 4 | 2,500 | |
| Mythical | 5 | 3 | 2,500 | |
| Mythical | 5 | 4 | 2,500 | |
| Ultimate | 11 | - | 1,750 | |
| Ultimate | 5 | 4 | 1,750 | |
| Ultimate | 3 | - | 8,000 | |
| Ultimate | 5 | 3 | 1,750 | |
| Ultimate | 4 | - | 6,900 | |
| Ultimate | 5 | 3 | 1,750 | |
| Ultimate | - | - | 8,200 | |
| Boss | 5 | 3 | 1,000 | |
| Boss | 5 | 3 | 27 | |
| Boss | 11 | - | 1,000 | |
| Boss | 5 | 3 | 1,000 | |
| Boss | 3 | - | 2,730 | |
| Boss | - | - | 2,500 | |
| Boss | 5 | 4 | 1,000 | |
| Rare | 5 | 4 | 500 | |
| Rare | 5 | 4 | 500 | |
| Rare | 11 | - | 500 | |
| Rare | 5 | 3 | 500 | |
| High Quality | 11 | - | 250 | |
| High Quality | 11 | - | 1 | |
| High Quality | 11 | - | 250 | |
| High Quality | 5 | 4 | 250 | |
| High Quality | 11 | - | 1 | |
| High Quality | 5 | 3 | 250 |
Earrings
19 earrings are available.
Image | Name | Grade | Defense | Movement Speed | Price |
|---|---|---|---|---|---|
| Mythical | 6 | 4 | 2,500 | |
| Mythical | 10 | - | 2,500 | |
| Mythical | 10 | - | 2,500 | |
| Mythical | 4 | 3 | 2,500 | |
| Mythical | 6 | 4 | 2,500 | |
| Ultimate | 6 | 4 | 1,750 | |
| Ultimate | 10 | - | 1,750 | |
| Ultimate | 5 | - | 4,990 | |
| Ultimate | 4 | 3 | 1,750 | |
| Ultimate | 10 | - | 1,750 | |
| Boss | 6 | 4 | 1,000 | |
| Boss | 4 | 3 | 1,000 | |
| Boss | 10 | - | 1,000 | |
| Rare | 10 | - | 500 | |
| Rare | 6 | 4 | 500 | |
| High Quality | 10 | - | 1 | |
| High Quality | 4 | 3 | 250 | |
| High Quality | 10 | - | 1 | |
| High Quality | 10 | - | 250 |
Crowns

5 crowns are available.
Image | Name | Grade | Price |
|---|---|---|---|
| Mythical | 70 | |
| Mythical | 70 | |
| Mythical | 70 | |
| Mythical | 1 | |
| Mythical | 70 |
Masks
1 masks are available.
Image | Name | Grade | Price |
|---|---|---|---|
| High Quality | 5 |
Slot Types at a Glance
A Crimson Desert character has five accessory slots in total: one necklace, two rings, and two earrings. All five are global, which means the stats printed on them apply to every weapon you wield (including bows) and even to your punches and kicks. This separates accessories from boots and gloves, both of which are treated as weapons by the stat system and only contribute their weapon-style stats while you are actively punching or kicking. The global nature of accessories is what makes them the foundation layer of every serious build: you max them out once and they upgrade every weapon you own for the rest of the game.
Each of the three slot types has a fixed stat skeleton with one major tradeoff that determines the best-in-slot pick for a given build. The sections below summarise those skeletons so you can scan an unknown accessory and immediately understand what it costs you to equip.
Necklace Tradeoffs
Necklaces roll a primary attack stat as their headline value, maxing at roughly 11 attack on pieces with no secondary, or around 5 attack on pieces that trade raw attack for a secondary stat. The secondary is usually one of defense, spirit regen, crit rate, or a spirit regen plus crit combination. The crit line is the current consensus pick because crit is reported to display at doubled effective value on necklaces, and because the 4 crit tier from a necklace instantly satisfies the 4-crit global baseline that every weapon benefits from.
Ring Tradeoffs
Rings share a fixed skeleton of stamina regen plus a base attack value, and the key variable is how much of that attack you are willing to trade for attack speed as a secondary stat. A pure attack ring rolls a higher flat damage number, while the top attack-speed tier reaches 4 attack speed per ring. Because you equip two rings and both stats are global, stacking two 4-attack-speed rings puts you at a global 8 attack speed baseline across every weapon, which is the single most efficient DPS lever you can pull from the accessory slot.
Earring Tradeoffs
Earrings follow the same pattern as rings, but swap attack for defense and swap stamina regen for health regen on the fixed skeleton. The variable secondary is movement speed, and reaching 4 movement speed per earring is the best pair you can currently find. Two 4-movement-speed earrings put you at a global 8 movement speed, which compounds with mount travel, combat repositioning, and stamina economy. The alternative is a raw defense earring that forgoes movement speed entirely, which is only worth it when you need defense stacking for a specific hard fight.
Why the Foundation Locks In
Because the five slots together deliver 4 global crit, 8 global attack speed, and 8 global movement speed once you pick the best pieces and fully refine them, accessories are the one slot category that should never be swapped after you lock the foundation. For the current-patch best-in-slot pair list (5 pieces: Necklace of Lightning, Witch's Ring, Mark of Darkness, Witch's Earring, and Black Lion Earring), see the Best Accessories Guide.
See Also
Equipment - Full equipment guide
Armor - Overview of all armor types
Weapons - All weapon types
Refinement System - How to upgrade equipment
Tertiary Stat Scaling With Refinement
Accessories have a subtle behavior that most other equipment categories do not share: the tertiary stat printed below an accessory's main line scales with refinement level, where most other gear types keep those secondary values fixed through the refinement path.
For example, an earring that prints its tertiary line as "Health 0.2 per second" at refinement +0 will scale that regen tick up on each refinement level and reach a figure in the region of "Health 6 per second" at maximum refinement. The same pattern applies to spirit-regeneration tertiary lines on rings and to similar sub-stats on necklaces and earrings.
Compare this to cloaks or cloth armor pieces, where the listed elemental resistance value (for example 3 Ice Resistance or 2 Lightning Resistance) does not rise across refinement levels. Because accessories stack a scaling tertiary on top of their main attack, defense, or resistance line, fully refining the five accessory slots delivers a larger quality-of-life swing than refining most armor pieces does.
Practical implication: when planning a long playthrough, treat accessories as the highest-priority refinement targets. Their global, weapon-agnostic effect combined with the tertiary scaling produces the single largest passive upgrade available from any refinement cycle.











































































