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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 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: HGD Card Booster
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 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 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 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 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: Antidote Elixir
It is the only Elixir that doesn't have that word shown.

Credits: King Oskar


Attack Potion 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 Attack Elixir

Credits: King Oskar


Basic Potion 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 Basic Elixir
Can heal only after killing enemies one at a time.

Credits: King Oskar, HGD (modification)


Author's Note: Almost only Basic Elixirs have advanced level...[vague]

Energy Potion 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 Energy Elixir

Credits: King Oskar


Strength Potion 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 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 Boom Hammer Scroll

Level Effect Dropped by Cost for
buying
Profit for
selling
level 1: Hammer strike strongest enemy once Danger What danger? (unowned) 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: HGD Boom Hammer Scroll
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 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: HGD Fire Surge Scroll
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 (Fuel) 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 (G Onigiri).

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 (Cobalt Star).

A star, if touched by a Wizard, will recover 20% of its Mana. It will NOT appear if there is no Wizard present.

Canon Items
Generic white card
Card
N Charm
Charm
N Crown
Crown
N Crystal
Crystal
Diamond
Jewel
N Medal
Medal
N Spirit
Spirit
N Stone
Stone
Fanon Items
Anti-Freeze Charm (Art)
Anti Charm
Badge
Badge
Card Booster
C. Booster
N Chest
Chest
White Dust CP
Dust
N Exchanger
Exchanger
Light Feather
Feather
Fuel Can
Fuel Can
Gold Onigiri
G. Onigiri
Horse Armor
H. Armor
Onigri pack
Item Pack
N Key
Key
N Magic
Magic
Bright Pendant
Pendant
N Pillar
Pillar
N Elixir
Potion
Scroll
Scroll
N Shield
Shield
Cobalt Big Star
Star
Tea white
Tea
N Transform
Transform


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