Cards
Hermit Shell Card
Your armor turns Water. +2 MDEF. Goes in armor.
Goes in armorWater element, level 1

- Your armor turns Water
- +2 MDEF
Goes in: Armor
- Goes in
- Armor
- Dropped by
- Hermit Shell
- Drop chance
- 0.2%
- Sells for
- 10z
- Weight
- 1
What it does
- Your armor turns Water
- +2 MDEF
Its effects count while you wear the piece it's set in. Monsters' blows then land on your armor by the element table.
Who drops it
Every Hermit Shell you bring down has a 0.2% chance to leave it behind, about 1 in 500.
Where it goes
Set it in armor
It goes into a free slot of armor you aren't wearing, and once it's in, it stays for good. 24 pieces of armor have room for it, one card each. The first few, by level:
Compare
Other cards for armor
- Earth 1 elementOlive Sprout, level 15

Olive Sprout Card - Your armor turns Earth
- +2 MDEF
Goes in: Armor - Earth 1 elementBramble Sprite, level 26

Bramble Sprite Card - Your armor turns Earth
- +3 MDEF
Goes in: Armor - Fire 2 elementNemean Lion, level 26

Nemean Lion Card - +6 DEF
- +10% max HP
- +2 VIT
Goes in: Armor - Wind 1 elementHoneybee, level 30

Honeybee Card - Your armor turns Wind
- +3 MDEF
Goes in: Armor - Water 1 elementReed Otter, level 9

Reed Otter Card - Your armor turns Water
- +2 MDEF
Goes in: Armor - Holy 1 elementMuse Sprite, level 35

Muse Sprite Card - Your armor turns Holy
- +3 MDEF
Goes in: Armor
Gear up for the voyage
Smiths and merchants wait in every city. Monsters carry the rest.
