Cards
Sandpiper Card
3% chance to stun with each blow. +2 ATK. Goes in a weapon.
Goes in a weaponWind element, level 1

- 3% chance to stun with each blow
- +2 ATK
Goes in: Weapon
- Goes in
- Weapon
- Dropped by
- Sandpiper
- Drop chance
- 0.2%
- Sells for
- 10z
- Weight
- 1
What it does
- 3% chance to stun with each blow
- +2 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 Sandpiper 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 1 elementDust Bunny, level 16

Dust Bunny Card - +3 CRIT
- +1 LUK
Goes in: Weapon - Wind 1 elementHeron Chick, level 15

Heron Chick Card - +10% damage to Water monsters
Goes in: Weapon - Water 2 elementSeafoam Drop, level 19

Seafoam Drop Card - +5 ATK
Goes in: Weapon - Water 1 elementBubble Jelly, level 20

Bubble Jelly Card - +10% damage to Formless monsters
Goes in: Weapon - Wind 2 elementStymphalian Bird, level 14

Stymphalian Bird Card - +10% damage to Fowl monsters
Goes in: Weapon - Water 1 elementIsthmus Crab, level 21

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