This subpage lists all non-compo items that are either stored in your inventory for a variety of uses ("Static" items), or items that are immediately used without confirmation ("Volatile" items).
Static items[]
Bomb[]
Bomb
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Deal 50-100 damage | None | 250 (Town) | 31 |
Composition restriction: no restrictions
Effect explanation: Use on your stickman's character icon to activate. A bomb is tossed in a short arc towards the nearest group of enemies. It explodes on contact with terrain or opponents, deals small damage, and is available after completing Opening Street for the first time.
Credits: Wutisdyssh
Rolling Bomb
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Deal 100-250 damage | None | 500 (Town) | 63 |
Composition restriction: no restrictions
Effect explanation: Use on your stickman's character icon to activate. A bomb is tossed in a short arc towards the nearest group of enemies. If it misses, it will roll towards the nearest enemy for a short distance. It explodes upon timer or contact with opponent, deals medium damage, and is available after unlocking the Village. Level 2.
Credits: Wutisdyssh
Accel Bomb
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Deal 200-500 damage | None | 1000 (Town) | 125 |
Composition restriction: no restrictions
Effect explanation: Use on your stickman's character icon to activate. A bomb is tossed in a short arc towards the nearest group of enemies. If it misses, it will roll towards the nearest enemy for a long distance. It explodes upon timer or contact with opponent, deals medium-high damage, and is available after completing the Castle for the first time. Level 3.
Credits: Wutisdyssh
Rocket Bomb
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Deal 400-1000 damage | None | 2000 (Town) | 250 |
Composition restriction: no restrictions
Effect explanation: Use on your stickman's character icon to activate. A bomb is tossed in a high, long arc towards the nearest group of enemies. It explodes upon timer or contact with opponent, deals high damage, and is available after completing the Submarine Shrine for the first time. Level 4.
Credits: Wutisdyssh
Missile Bomb
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Deal 1500-4000 damage | None | 4000 (Town) | 500 |
Composition restriction: no restrictions
Effect explanation: Use on your stickman's character icon to activate. A bomb is tossed in a long arc towards the nearest group of enemies. It explodes upon contact with opponent or terrain, deals very high damage, and is available after completing the Pyramid stage for the first time. Level 5.
Credits: Wutisdyssh
Power Bomb
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Deal 5000-7500 damage | None | 10000 (Island) | 500 |
Composition restriction: no restrictions
Effect explanation: Use on your stickman's character icon to activate. A bomb is tossed in a short arc towards the nearest group of enemies. It explodes upon contact with opponent or terrain, deals extremely high damage with large explosion radius, and is available after completing the Snow Castle. Level 7.
Credits: Wutisdyssh
Fourth of July
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Drop everybody and everything but bosses to 1 HP | None | 20000 (Island) | 2500 |
Composition restriction: no restrictions
Effect explanation: Use on your stickman's character icon to activate. A white flash envelops the screen, instantly dealing damage to every entity on screen (including your stickmen!) and dropping them to 1 HP. If they have sustained damage already, they are instantly killed instead (does not apply to your stickmen). The Fourth of July will not affect most bosses. Available after completing the Mountaintop. Level 8.
Credits: Wutisdyssh
Card Booster
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Add 1 random card | White Skull Bat (Grassland 2) (10%) | 16000 | 2000 |
level 2: | Add 2 random cards | White Roundhead snake (Seaside 2) (10%) | 32000 | 4000 |
level 3: | Add 2 random cards or 1 zodiac | Yellow Big Diamond Cactus (Desert 5) (10%) | - | 6000 |
level 4: | Add 2 random cards and 1 zodiac | unknown | - | 8000 |
Composition restriction: Cannot be equipped!
Effect explanation: Upon right clicking it, it will add ANY card in your inventory (if there is enough space, that is). You never know which card you get!
Note: Alternate icon by HankGuideDude:
Depending on the level of the card booster, it may give different results:
- LV1 adds one random card.
- LV2 adds two random cards, only one with LV 2.
- LV3 adds either two LV 2 cards or one Zodiac Card.
- LV4 adds two LV 2 cards and one Zodiac Card.
Credits: King Oskar, HGD (slight modification)
Chest[]
- Main article: Chest
Chests are items dropped by the high-ranked megabosses. Each require a key in order to be opened to access the item with its theme.
Horse Armor[]
- Main article: Horse Armor
Horse Armor is a Paladin-exclusive item that improves its general stats.
Item Pack[]
Item Packs are items that act as a quick access as if a perishable/volatile item is dropped off an enemy. Has a quantity count on the bottom-left corner in green.
Fuel Pack
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Can be used up to 3 times | Any enemy (0.5%, 1:250) | 1000 | 125 |
level 2: | Can be used up to 6 times | Any big enemy (2%) | 2000 | 250 |
level 3: | Can be used up to 9 times | Any type of Boss (5%) | 3000 | 375 |
level 4: | Can be used up to 12 times | Any type of Mega Boss (10%) | - | 500 |
Composition restriction: no restrictions
Effect explanation: Drag the packet and drop it onto the character's player slot. This will restore 25% of Lumberjack's Saw weapon fuel. This is useful when fighting a difficult enemy without leaving to heal at the inn, and when there are no Fuel Cans lying around. They have better drop rates than the Onigiri pack.
Note: If a lumberjack has full fuel, using the pack does nothing; Idea inspired by NNW's ONIGIRI pack idea. If no Lumberjack is present in a team, these will NOT be dropped nor can be bought from the shop. It will still drop and can be bought if the Lumbderjack(s) do(es)n't wield a saw.
Credits: HankGuideDude
Gold ONIGIRI pack
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Full wound and ailment recovery up to 3 times | Any enemy (0.1%, 1:1000) | 7500 | 937 |
level 2: | Full wound and ailment recovery up to 6 times | Any big enemy (0.5%, 1:200) | 15000 | 1875 |
level 3: | Full wound and ailment recovery up to 9 times | Any type of Boss (1%) | - | 2812 |
level 4: | Full wound and ailment recovery up to 12 times | Any type of Mega Boss (2.5%) | - | 3750 |
Composition restriction: no restrictions
Effect explanation: Drag the packet and drop it onto the character's player slot. This will heal all of the character's LP immediately. This is useful when fighting a difficult enemy without leaving to heal at the inn, and when there are no Onigiris lying around, and when some characters are either frozen, slowed, poisoned, or stoned. It can even revive the character! They have less drop rates than the Onigiri pack.
Note: If the team has full LP, using the pack does nothing. However, if only some of the characters do not have 100% LP or have an ailment yet still have 100% LP, the pack will still heal them, using up another charge.
Credits: HankGuideDude; shamelessly copied from NNW.
ONIGIRI pack
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Can be used up to 3 times | Any enemy (0.2%, 1:500) | 1500 | 270 |
level 2: | Can be used up to 6 times | Any big enemy (1%) | 3000 | 360 |
level 3: | Can be used up to 9 times | Any type of Boss (3%) | - | 1000 |
level 4: | Can be used up to 12 times | Any type of Mega Boss (5%) | - | 2000 |
Composition restriction: no restrictions
Effect explanation: Drag the packet and drop it onto the character's player slot. This will heal 25% of all character's LP immediately. This is useful when fighting a difficult enemy without leaving to heal at the inn, and when there are no Onigiris lying around.
Note: If the team has full LP, using the pack does nothing. However, if only some of the characters do not have 100% LP, the pack will still heal them, using up another charge.
Credits: NNW
Key[]
- Main article: Chest
Keys are items dropped by the enemies where their said megaboss resides at.
Lamp[]
Mining Helmet
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Illuminate a much larger area | Any Cavern 1/2/3 enemy (1/1000) | 8000 (Village only) | 1000 |
Composition restriction: no restrictions
Effect explanation: Equip on your stickman's character icon to activate. The area illuminated by them in Cavern stages becomes two-and-a-half times as large.
Credits: Wutisdyssh
High-Voltage Headlamp
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Illuminate the entire screen | Any Cavern 4/5/6 enemy (1/2000) | 20000 (Island only) | 2500 |
Composition restriction: no restrictions
Effect explanation: Equip on your stickman's character icon to activate. Cavern levels become fully illuminated while worn.
Credits: Wutisdyssh
Potion[]
- Elixir redirects here (even though the name's outdated).
Potions (or the term Elixirs coined by HankGuideDude) (not to be confused with the Brewer's Potions) provide temporary effects to stickmen by dragging them to their character slot. Although they look singular, they come in a pack where it'll take multiple uses before the item gets deleted. At most, they require manual activation, but this very one below is apparently automatic.
Antidote Potion
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Cancel poison | Green Smiley Snake (Grassland 3) | 6000 | 750 |
level 2: | Cancel poison 10 seconds | Green Roundhead Walker (Seaside 1) | 12000 | 1500 |
Composition restriction: no restrictions
Effect explanation: Can remove poison in your stickmen as well as cause a brief "invulnerability" for a set period against any further poison attacks. After 40 uses it gets removed.
Note: Alternate icon and name by HankGuideDude:
It is the only Elixir that doesn't have that word shown.
Credits: King Oskar
Attack Potion
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | AT +1-3 | Grey Smiley Snake (Grassland 2) | 4000 | 500 |
level 2: | AT +3-5 | Blue Roundhead Fish (Submarine 3) | 8000 | 1000 |
Composition restriction: no restrictions
Effect explanation: Can take you some attack.[vague] After 100 uses it gets removed.
Note: Alternate icon and name by HankGuideDude: Attack Elixir
Credits: King Oskar
Basic Potion
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | 90% enemy dies +10 HP | White Skull Stickman (Castle Gate) | 4000 | 500 |
level 2: | 80% enemy dies +20 HP | White Roundhead Fish (Submarine 1) | 8000 | 1000 |
level 3: | 50% enemy dies +40 HP | somewhere in moon and mars | - | 1500 |
Composition restriction: no restrictions
Effect explanation: The Basic Elixir can heal you (automatically?). After 100 uses it will be removed.
Note: Alternate icon and name by HankGuideDude: Basic Elixir
Can heal only after killing enemies one at a time.
Credits: King Oskar, HGD (modification)
Energy Potion
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | unknown | unknown | unknown | unknown |
Composition restriction: no restrictions
Effect explanation: unknown
Note: Alternate icon and name by HankGuideDude: Energy Elixir
Credits: King Oskar
Strength Potion
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | +15-35 AT for 1 minute | Pyramid Boss (Pyramid) | 7000 | 875 |
Composition restriction: no restrictions
Effect explanation: Can make you stronger for a period of time. After 10 uses it gets removed.
Note: Alternate icon and name by HankGuideDude: Strength Elixir
Credits: King Oskar
- Author's Note: Momentarily incomplete....
Rope[]
- Main article: User:Ludicrine/Sailor/Rope
Rope is an item exclusive to the Sailor class. When an Anchor is equipped with Rope, the weapon may begin to be charged up in a similar manner to MP. Upon filling the bar, the weapon is tossed in a low arc, dealing more damage to all enemies it hits, and is then reeled back in, bearing similarities to an Angel's Ring.
Scroll[]
It is unknown what the really do. It is estimated that when they're brought out to the character (dragging a scroll to the character slot), it will get "charged" with a special attack. That stickman that got charged will then unleash a "special attack" the next time it attacks.
Boom Hammer Scroll
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Hammer strike strongest enemy once | 3000 | 375 | |
level 2: | Hammer strike strongest enemy 3 times | Ice Golem Boss | 6000 | 750 |
level 3: | Hammer strike strongest enemy 5 times | unknown | - | 1125 |
Composition restriction: no restrictions
Effect explanation: It summons a hammer which attacks the strongest (highest LV) enemy on the screen. Between different levels, it will increase the amount of times the hammer strikes said enemy. Every strike deals 500 AT of damage.
Note: Alternate icon by HankGuideDude:
If there are different enemy within the same level, it will choose either one, or the first enemy the character approaches.
Credits: King Oskar
Fire Surge Scroll
Level | Effect | Dropped by | Cost for buying |
Profit for selling |
---|---|---|---|---|
level 1: | Fire ball strike enemy once | Red Boss Box Tree (Desert 8) | 3000 | 375 |
level 2: | Strong fire ball strike enemy once | Tan Big Box Snake | 6000 | 750 |
level 3: | Strong fire ball strike enemy twice | unknown | - | 1125 |
Composition restriction: no restrictions
Effect explanation: It summons a fireball which attacks the strongest (highest LV) enemy on the screen. Between different levels, it will increase the amount of times the fire ball strikes said enemy and the amount of times it summons. Every strike deals either 700, 900 or 1000x2 AT of damage.
Note: Alternate icon by HankGuideDude:
If there are different enemy within the same level, it will choose either one, or the first enemy the character approaches.
Credits: King Oskar, HGD (modification)
Tea[]
- Main article: Tea
Teas provide the exact effect of the Stick Ranger Stone compo items, but are timed at one minute.
Volatile items[]
Fuel can[]
The fuel cans are a rather uncommon drop from enemies (10% each enemy; 50% for certain big enemies), like the Onigiri. Its drop rate can be improved by equipping the Petro Medal. It looks like this () on-screen.
It refills 25% of the Lumberjack's fuel bar, if it happens to wield any saw. It will NOT appear if there is no Lumberjack present in the team, or if none (if any) don't use a saw.
Golden Onigiri[]
These are more powerful than an ordinary Onigiri. It is a very rare drop from enemies (It is X/1000, where X is the enemy level). It looks like this ().
It completely replenishes the LP bar of one stickman, as well as curing them from any ailment the happen to have at the moment (even from being stoned or dead).
Star[]
A star (or, rarely a Cobalt Star) is a rare drop from enemies (5%; 25% for most big enemies). Its drop rate can be improved by equipping the Cobalt Medal. It looks like this ().
A star, if touched by a Wizard, will recover 20% of its Mana. It will NOT appear if there is no Wizard present.
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