Cards
Storm Cub Card
Your armor turns Wind. +5 MDEF. Goes in armor.
Goes in armorWind element, level 3

- Your armor turns Wind
- +5 MDEF
Goes in: Armor
- Goes in
- Armor
- Dropped by
- Storm Cub
- Drop chance
- 0.2%
- Sells for
- 10z
- Weight
- 1
What it does
- Your armor turns Wind
- +5 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 Storm Cub 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 2 elementAcorn Boar, level 61

Acorn Boar Card - Your armor turns Earth
- +5 MDEF
Goes in: Armor - Neutral 3 elementAutomaton Hound, level 72

Automaton Hound Card - +2 VIT
- +12% max HP
Goes in: Armor - Water 3 elementIce Golem, level 56

Ice Golem Card - Your armor turns Water
- +4 MDEF
Goes in: Armor - Fire 4 elementTalos, level 80

Talos Card - +10 DEF
- +4 VIT
- Your armor turns Fire
Goes in: Armor - Ghost 2 elementShade Wisp, level 50

Shade Wisp Card - +7 FLEE
- Perfect dodge +2
Goes in: Armor - Fire 4 elementMagma Slime, level 83

Magma Slime Card - Your armor turns Fire
- +6 MDEF
Goes in: Armor
Gear up for the voyage
Smiths and merchants wait in every city. Monsters carry the rest.
