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Accessories
April 27, 2026 at 05:34 PM
Initial version (2026-04-28)
Accessories are the non-armor equipment slots in Windrose. Every character has three accessory slots: one ring, one necklace, and one miscellaneous trinket. Each slot accepts only one item at a time, and accessory bonuses stack additively with armor, food, talents, and rings or necklaces in the other slots, so a +15 Agility necklace adds exactly 15 to the Agility total. Every standard accessory is crafted or ascended at the Jewelery Table, with higher tiers requiring an upgraded station, additional plans, and rarer materials such as Sapphire and Tumbaga Ingot.
Ring slot: One equipped ring at a time. The wiki currently lists 36 rings in total, broken into 13 Uncommon, 9 Rare, and 14 Epic. Most ring lines exist as a three-tier family with the same base effect scaling up across Uncommon, Rare, and Epic. A few lines skip a tier (Champion, Fisherman, Prospector, Sun, and Warrior have no Rare; Knight's exists only as Rare; Lightfoot exists only as Epic). The Ring of Divine Protection line is the one exception that uses Regular rather than the unprefixed name for the Rare tier.
Necklace slot: One equipped necklace at a time. The wiki currently lists 24 necklaces in total, organised as six stat lines (Agility, Endurance, Mastery, Precision, Strength, Vitality) across four tiers each (Tiny, Minor, Regular Rare, Major Epic). Stat values scale +5, +7, +10, +15 from Tiny to Major across every line.
Miscellaneous trinket slot: The third accessory slot accepts a single trinket. Examples include the Boar Whistle, the Mighty Boar Whistle, and other quest-rewarded curios. Trinkets are not crafted at the Jewelery Table and do not follow the ring or necklace tier ladders; each is a one-off item with its own acquisition route.
Before crafting any accessory you need access to the Jewelery Table. The Lvl 1 station is enough for every Common and Uncommon ring or necklace. Rare and Epic recipes require the Lvl 2 upgrade, plus a learned plan that drops from higher-tier quests, vendor purchases, and world drops. The base table is built from 10 Wood, 5 Foothills Iron Ingot, 3 Silver Ingot, placed indoors beneath a roof and within range of a Bonfire.
Rings are typically grouped into five categories that determine which slot a build uses:
Damage-type rings: boost a specific damage type. Capricorn (Crude), Spear-Thrower's (Pierce), and Corsair (Slash). Best for builds locked to one weapon archetype.
Damage-category rings: boost a whole weapon category. Ring of Bravery (melee), Marksman's Ring (ranged), Warrior Ring (special weapon attack). Best for flexible builds that swap weapons.
Critical rings: Jaguar Ring raises critical hit chance, Cutthroat Ring raises critical damage. They do not stack on the same character because only one ring slot exists.
Utility rings: trade combat power for a quality-of-life bonus. Fisherman (extra fish chance), Prospector (gathering stamina), Champion (attack stamina), Sun (Wood Plague resistance), Lightfoot (reduced enemy detection range).
Defensive rings: Ring of Divine Protection (Damage Resistance), Knight's Ring (one extra Posture Point for parry-heavy builds).
Necklaces are organised by stat line. Each line scales the same character stat at +5, +7, +10, +15 across the four tiers:
Strength: boosts damage for Clubs, Maces, and Halberds.
Agility: boosts damage for Sabers, Greatswords, and Blunderbusses.
Precision: boosts damage for Rapiers, Pistols, and Muskets.
Mastery: raises Critical Hit Chance at 0.5% per Mastery point.
Endurance: extends maximum stamina for dodges, sprints, and attacks.
Vitality: raises maximum health.
Every necklace line follows the same ascension pattern at the Jewelery Table:
Tiny -> Minor: previous tier x1 + Silver Ingot x10 (Lvl 1, no plan).
Minor -> Regular: previous tier x1 + Gold Ingot x10 + Silver Ingot x10 (Lvl 1, plan required).
Regular -> Major: previous tier x1 + Gold Ingot x15 + Silver Ingot x15 (Lvl 2, plan required).
Rings follow a parallel cost ladder. Uncommon rings need Silver Ingot x3; Rare rings need Silver Ingot x10 and Sapphire x2 (or Gold Ingot x5 for Knight's Ring); Epic rings need Silver Ingot x10, Tumbaga Ingot x10, Sapphire x3. The Major Sun Ring is the one outlier: 5 Silver + 5 Tumbaga + 5 Ingot Arborum instead of Sapphire.
Only one ring, one necklace, and one trinket equipped at a time.
Effects stack additively with armor set bonuses, food buffs, talents, and elixirs.
Accessories take no durability damage from combat.
Swap freely outside combat from the character inventory; there is no cooldown.
Disassembly Table refunds a portion of the Silver, Gold, or Sapphire spent. Tumbaga Ingot is non-refundable.
Rings full ring index across all tiers and lines.
Necklaces full necklace index across all stat lines.
Jewelery Table the crafting station for every ring and necklace.
Disassembly Table partial refund of accessory materials.
Stats the six core character stats that necklace lines and many rings boost.