Cards
Ember Imp Card
6% chance to stun with each blow. +10 ATK. Goes in a weapon.
Goes in a weaponFire element, level 3

- 6% chance to stun with each blow
- +10 ATK
Goes in: Weapon
- Goes in
- Weapon
- Dropped by
- Ember Imp
- Drop chance
- 0.2%
- Sells for
- 10z
- Weight
- 1
What it does
- 6% chance to stun with each blow
- +10 ATK
Its effects count while you wear the piece it's set in. The chance comes with each physical blow that lands, from attacks and skills alike, but not with spells.
Who drops it
Every Ember Imp 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
- Neutral 4 elementChain Golem, level 82

Chain Golem Card - +25 ATK
- +1 STR
Goes in: Weapon - Earth 3 elementHundred-Hand Tot, level 85

Hundred-Hand Tot Card - +20% damage to Demihuman monsters
Goes in: Weapon - Neutral 3 elementBronze Sentinel, level 74

Bronze Sentinel Card - +6 CRIT
- +2 LUK
Goes in: Weapon - Fire 2 elementCerberus Pup, level 72

Cerberus Pup Card - +20% damage to Earth monsters
Goes in: Weapon - Water 3 elementFrost Wolf, level 70

Frost Wolf Card - +20% damage to Brute monsters
Goes in: Weapon - Shadow 3 elementStygian Owl, level 69

Stygian Owl Card - +20 ATK
- +1 STR
Goes in: Weapon
Gear up for the voyage
Smiths and merchants wait in every city. Monsters carry the rest.
