Cards
Sea Urchin Card
5% chance to freeze with each blow. +7 ATK. Goes in a weapon.
Goes in a weaponWater element, level 2

- 5% chance to freeze with each blow
- +7 ATK
Goes in: Weapon
- Goes in
- Weapon
- Dropped by
- Sea Urchin
- Drop chance
- 0.2%
- Sells for
- 10z
- Weight
- 1
What it does
- 5% chance to freeze with each blow
- +7 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 Sea Urchin 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 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 - Water 2 elementDolphin Calf, level 47

Dolphin Calf Card - +5 CRIT
- +2 LUK
Goes in: Weapon - Wind 2 elementEaglet, level 46

Eaglet Card - +15% damage to Water monsters
Goes in: Weapon - Water 3 elementSea Nymph, level 52

Sea Nymph Card - +15% damage to Fire monsters
Goes in: Weapon - Wind 2 elementCloud Puff, level 45

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