Cards
Dolphin Calf Card
+5 CRIT. +2 LUK. Goes in a weapon.
Goes in a weaponWater element, level 2

- +5 CRIT
- +2 LUK
Goes in: Weapon
- Goes in
- Weapon
- Dropped by
- Dolphin Calf
- Drop chance
- 0.2%
- Sells for
- 10z
- Weight
- 1
What it does
- +5 CRIT
- +2 LUK
Its effects count while you wear the piece it's set in.
Who drops it
Every Dolphin Calf you bring down has a 0.2% chance to leave it behind, about 1 in 500.
Where it goes
Set it in a weapon
It goes into a free slot of a weapon you aren't wearing, and once it's in, it stays for good. 93 weapons have room for it, from 1 to 4 cards each. The roomiest:
Compare
Other cards for a weapon
- Wind 2 elementEaglet, level 46

Eaglet Card - +15% damage to Water monsters
Goes in: Weapon - Wind 2 elementCloud Puff, level 45

Cloud Puff Card - +15% damage to Formless monsters
Goes in: Weapon - Water 2 elementSea Urchin, level 49

Sea Urchin Card - 5% chance to freeze with each blow
- +7 ATK
Goes in: Weapon - Poison 1 elementGlowcap, level 44

Glowcap Card - +15 ATK
- +1 STR
Goes in: Weapon - Neutral 2 elementIsland Goat, level 50

Island Goat Card - +15 ATK
- +1 STR
Goes in: Weapon - Poison 2 elementCave Moth, level 51

Cave Moth Card - +15% damage to Fowl monsters
Goes in: Weapon
Gear up for the voyage
Smiths and merchants wait in every city. Monsters carry the rest.
