Cards
Sea Nymph Card
+15% damage to Fire monsters. Goes in a weapon.
Goes in a weaponWater element, level 3

- +15% damage to Fire monsters
Goes in: Weapon
- Goes in
- Weapon
- Dropped by
- Sea Nymph
- Drop chance
- 0.2%
- Sells for
- 10z
- Weight
- 1
What it does
- +15% damage to Fire monsters
Its effects count while you wear the piece it's set in. Damage bonuses work on physical blows, from attacks and skills alike, but not on spells.
Who drops it
Every Sea Nymph 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
- Poison 2 elementCave Moth, level 51

Cave Moth Card - +15% damage to Fowl monsters
Goes in: Weapon - Neutral 2 elementIsland Goat, level 50

Island Goat Card - +15 ATK
- +1 STR
Goes in: Weapon - Fire 3 elementObsidian Golem, level 54

Obsidian Golem Card - +5 CRIT
- +2 LUK
Goes in: Weapon - Fire 1 elementSaffron Sprite, level 55

Saffron Sprite Card - 5% chance to stun with each blow
- +7 ATK
Goes in: Weapon - Water 2 elementSea Urchin, level 49

Sea Urchin Card - 5% chance to freeze with each blow
- +7 ATK
Goes in: Weapon - Fire 2 elementLantern Imp, level 56

Lantern Imp Card - +15 ATK
- +1 STR
Goes in: Weapon
Gear up for the voyage
Smiths and merchants wait in every city. Monsters carry the rest.
