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Accessories
October 29, 2026 at 11:49 AM
Correct Defense and category universals, distinguish doubled display from actual stats and qualify old fixed-roster/build formulas.
Accessories are equippable items in Crimson Desert that provide various stat bonuses to complement your Armor and Weapons. Their bonuses can include Defense, as well as Attack, Critical Rate and Movement Speed. For example, Ancient Earring's recorded curve reaches Defense 6; accessories should not all be described as lacking Defense.

This directory groups accessories as rings, necklaces, earrings, crowns and masks. Some records provide +0-to-+10 curves at a Blacksmith, but that does not independently establish the same refinement path for every crown or mask. Follow the exact item and distinguish ordinary materials from duplicate-copy Fusion.
The retained grade table totals 76. The type tables contain 23 ring, 28 necklace, 19 earring, 5 crown and 1 mask entries, including a necklace misfiled among rings. These are earlier catalog counts, not a verified complete current accessory census:
Grade | Count |
|---|---|
Mythical | 25 |
Ultimate | 15 |
High Quality | 15 |
Boss | 13 |
Rare | 8 |
23 rings are available.
Image | Name | Grade | Attack | 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 |

28 necklaces are available.
Image | Name | Grade | Attack | 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 |
19 earrings are available.
Image | Name | Grade | 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 |

5 crowns are available.
Image | Name | Grade | Price |
|---|---|---|---|
| Mythical | 70 | |
| Mythical | 70 | |
| Mythical | 70 | |
| Mythical | 1 | |
| Mythical | 70 |
1 masks are available.
Image | Name | Grade | Price |
|---|---|---|---|
| High Quality | 5 |
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.
The older slot descriptions below summarize build recommendations, not a universal fixed stat skeleton. Check each item's actual level and any active skill or conditional effect before deciding its role.
The older necklace comparison quotes roughly 11 Attack for one profile and five for another. Its doubled-Critical-Rate rationale should not be treated as an actual doubled combat bonus: Patch 1.03 fixed Attack and Critical Rate being displayed as doubled on certain equipment, such as necklaces and cloaks, when viewing character details from inventory or Quick Slots. That was a display correction, not proof that necklace Critical Rate is inherently twice as effective or establishes a universal four-Crit baseline.
The older ring recommendation prioritizes Attack Speed and totals two listed Lv.4 values as eight. That arithmetic does not establish a universal DPS ceiling or make Attack Speed the only meaningful difference. Ring of Lightning, for example, has a lightning skill requiring two minutes in rain, with stored energy lost when rain stops. Compare actual profiles and conditions rather than assuming every ring has one interchangeable skeleton.
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.
The older five-slot foundation targets four Critical Rate, eight Attack Speed and eight Movement Speed. Those are build assumptions and listed-stat arithmetic, not proof that accessories should never be swapped or that every weapon receives an identical effective benefit. For the earlier five-piece recommendation (Necklace of Lightning, Witch's Ring, Mark of Darkness, Witch's Earring, and Black Lion Earring), see the Best Accessories Guide.
Equipment - Full equipment guide
Armor - Overview of all armor types
Weapons - All weapon types
Refinement System - How to upgrade equipment
Earlier accessory notes describe tertiary stats scaling with refinement and contrast them with other equipment. The exact progression must be checked item by item; malformed record fields do not establish a universal recovery formula.
The older example claims that an earring with "Health 0.2 per second" at +0 reaches approximately "Health 6 per second" at maximum refinement. That exact recovery curve is not independently verified here, and a malformed numeric record must not be converted into a new decimal value. The claimed parallel with ring Spirit recovery and other accessory sub-stats also remains an earlier comparison rather than a universal rule.
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.
The earlier upgrade-priority recommendation favors accessories for persistent stat benefits. Compare the actual recipe, level curve and build need before treating every accessory as the largest possible upgrade; the universal recovery-scaling rationale above is unverified.