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Weapons in the Martian Series can only be acquired from enemies. The weapons differ from the standard weapons in the original Stick Ranger series. Some of the weapon series allow the wielder to gain specific abilities in addition to the weapons' individual ability.

Boxer: While the studs are equipped, the Boxer's minimum AGI can go down to 3-10.

Gladiator: The Gladiator instantly gains a 10% block rate upon equipping any Gladius.

Whipper: Wielding a Coil allows the Whipper to have a 5% chance of scoring a hit with 60 range.

Angel: While this is not an ability, it should be noted that the Glory alternates types every time the full MP is reached, and after the bonus attack is executed.

Lumberjack: When an enemy is within half the saw's range, the Lumberjack has a 20% chance of dealing 150% damage.

Bomber: Unlike other bombs, the Oxidant emits residue over the course of a few seconds upon detonation, instead of dealing instant explosion damage.

List of gloves

Icon Weapon LV AT AGI Range Type MP Bonus AT BPC Dropped by Buy Sell
Fire Stud Fire Studs 7 11-22 18-34 15 Fire 50 16-18 3 Orange Diamond UFO
(Seabed 1)
1875
Note: Releases 3 heat clouds that last for 1.6s upon full MP. The heat clouds home into the enemy.
Diamond Studs Diamond Studs 7 90-130 18-34 15 Physical Red Meteor
(Crater 1)
2000
Crystal Studs Crystal Studs 7 11-22 18-34 15 Poison 50 6-6 (0.3s) 1 Grey Box Twister
(Dust Ground 3)
2125
Note: Launches 10 light purple spikes on full MP in a high arch, similar to the Ice Whip. The spikes remain on the ground briefly upon hitting the terrain. A Peridot can be used to increase the time which the spikes can remain on the ground. With both a peridot and an Emerald, the magical attack of this weapon can be deadly even to flying enemies.
Frost Studs Frost Studs 7 11-22 18-34 15 Ice 80 30-60, Slow 20% 4 White Big Roundhead Mushroom
(Seabed 4)
2250
Note: Creates 4 sparks upon full MP that bounce off terrain, but do not pierce enemies.
Charged Studs Charged Studs 8 12-24 18-36 15 Thunder 160 1-20 20 Impact Crater Boss
(Deep Impact)
19000 2375
Note: Produces 20 thunderbolts from the boxer's gloves in twos that home into enemies. A Bullet's Card or a Projectile's Card can be used to increase the number of thunderbolts produced.

List of swords

Icon Weapon LV AT AGI Range Type MP Bonus AT BPC Dropped by Buy Sell
Gladius Gladius 7 140-180 20-30 30 Physical Violet Gel Snake
(Seabed 2)
1875
Note: Deals lower damage than the GreatSword, but this is made up for by its intrinsic 10% block rate.
Cold Gladius Cold Gladius 7 25-25 20-30 30 Ice Slow 3%-39% Red Gel Snake
(Seabed 3)
2000
Note: Every hit by the Gladiator increases the cold effect of their target by 3%, up to a maximum slow of 39%. This means that the sword can reach its maximum slow potential in 13 hits. An Aquamarine has no effect on the cold effect increased per hit, but can increase the maximum slowing effect up to 69%. Note that this increased slowing effect will take a longer time to be reached — 23 hits with an Aquamarine 6.
Corrupt Gladius Corrupt Gladius 7 25-25 20-30 30 Poison 80 4-6 (1s) 2 Pink Aries Dragon
(Rocky Road 2)
2125
Note: Upon reaching full MP, 2 dark and slow-moving poison clouds are emitted from the sword towards the closest enemy, similar to that of the White Boss Skull Zombie's poison cloud attack.
Gold Gladius Gold Gladius 7 25-25 20-30 30 Thunder 40 1-500 1 Gold Boss Castle UFO
(Cliff Shadows)
2250
Note: A large thunderbolt will appear on the nearest enemy on full MP. The thunderbolt pierces terrain, and deals damage to all enemies within it.
Ancient Gladius Ancient Gladius 8 30-30 20-30 30 Fire 300 Ball: 0-0
gas cloud: 30-50
1 Impact Crater Boss
(Deep Impact)
19000 2375
Note: Creates an orange ball which constantly emits gas clouds on full MP. The magical attack is reminiscent of the Angel's Charge Ring, except that the ball bounces off terrain instead of piercing it, and cannot home towards enemies. The ball lasts for 10s, while the gas clouds last for 1s. A Guide's Card will only affect the gas clouds produced, and not the ball. A Garnet can lengthen both the lifespan of the ball and gas clouds produced.

List of bows

Icon Weapon LV AT PC AGI Range Type MP Bonus AT RPC Dropped by Buy Sell
Quad Graphene Arrow Quad Graphene Arrow 7 58-76 4 30-40 100 Physical Violet Gel Snake
(Seabed 2)
1875
Note: Like the Triple Iron Arrow, it shoots arrows in the same trajectory in succession rather than spreading all arrows out.
Solar Arrow Solar Arrow 7 16-24 1 30-40 100 Fire 50 Arrows: 13-30
Heat Clouds: 7-13
2 Tan X UFO
(Seabed 3)
2000
Note: On full MP, 12 arrows will rain down from the top of the screen towards the location of the fallen arrow, releasing 2 heat clouds upon impact with the enemy or the terrain. Due to the nature of this magical attack, the weapon becomes dysfunctional in stages with a ceiling unless a Pierce's Card is equipped. Interestingly, a Bullet's Card or a Projectile's Card can be used to increase the number of magical arrows produced.
Beam Arrow Beam Arrow 7 16-24 1 30-40 100 Thunder 55 1-111 Tan Martian
(Dust Ground 3)
2125
Note: Arrows fired on full MP will create a large instantaneous laser beam directed at the nearest enemy. The beam produced stretches to the end of the screen, damaging all enemies in its path.
Quad Graphene Arrow Nonuple Graphene Arrow 7 30-40 9 30-40 100 Physical Cyan Coconut UFO
(Seabed 4)
2250
Note: The fired arrows reflect off terrain.
Radioactive Shot Radioactive Shot 8 24-32 7 30-40 100 Poison 50 6-6 (0.3s) 1 Impact Crater Boss
(Deep Impact)
19000 2375
Note: This bow fires arrows much like the Flame Shot. Upon hitting the terrain, arrows which are fired with full MP turn into fast green lasers that piece both terrain and enemy, dealing poison damage. The weapon can deal high damage over time with a Peridot attached. However, the bow damages snipers by 1 LP upon full MP. As a result, a Heal's Card may be a possible compo item to negate this effect. When a Sniper is at 1 LP, the magical attack is not triggered. A Guide's Card can affect the trajectory of the arrows fired, but not the lasers produced.


List of orbs

Icon Weapon LV AT PC AGI Range Type Bonus AT RPC Dropped by Buy Sell
Ice Cloud 7 Ice Cloud 7 15-30 3 80-90 60 Ice Slow 30% Purple Diamond Mushroom
(Seabed 1)
1875
Note: 3 ice clouds appear at the enemy's location, damaging the enemy continuously for 1s.
Arcane Beam Arcane Beam 7 1-750 1 80-90 90 Thunder Violet Boss Cap Mushroom
(Seabed 3)
2000
Note: This weapon fires a fast homing laser towards enemies. The lasers do not pierce terrain.
Burn Burn 7 6-11 30 80-90 30 Fire Red Aries Dragon
(Rocky Road 2)
2125
Note: Produces piercing 30 gas clouds one-by-one, slightly beneath an enemy, before rising upwards slowly. A Bullet's Card or a Projectile's Card can be used to increase the number of gas clouds. Unlike the Inferno orb, magicians with a high range are unlikely to be hindered from using this orb properly, as the gas clouds are produced much nearer to the enemy, rather than from the magician's position.
Atomic Burst Atomic Burst 7 16-24 5 80-90 90 Fire Red Vampire Eel
(Seabed 5)
2250
Note: Five laser beams are created, spreading out in a star-shaped pattern from an enemy. The laser beams last for 20s and bounce off terrain. This weapon may be considered an upgrade of the Atomic Ray. Due to the increased number of laser beams, this weapon can potentially be better at dealing with mobs than the Atomic Ray.
Dust Storm Dust Storm 8 12-18 42 120-135 90 Physical Impact Crater Boss
(Deep Impact)
19000 2375
Note: This weapon produces 42 pellets in mid-air around an enemy, which then fall downwards. The pellets are staggered, and a Bullet's Card or a Projectile's Card can be used to increase the number of pellets. This is one of the only orbs with type Physical, in addition to the Magician's initial Magic orb.

List of staves

Icon Weapon LV AT PPE AGI Range Type Bonus AT Dropped by Buy Sell
Staff Of Life Staff of Life 2 0 500 Max LP of surrounding characters +70%, Max LP of wielder -30%, +1 LP recovery to each attack Blue Boss Diamond Snake
(Seabed 2)
- 1875
Note: Has the highest range of all staves in-game.
Staff of Magic Staff of Magic 2 3-12 1 80-90 110 Physical MAG of surrounding characters +33% Aqua Gel Snake
(Seabed 3)
2000
Note: Unlike the MAG Staff 1, this weapon allows the priest to deal some damage as well.
Staff of Dexterity Staff of Dexterity 2 10-10 1 80-90 70 Physical DEX of surrounding characters +33% Green Aries Dragon
(Rocky Road 1)
2125
Note: While dealing relatively low damage, this staff can be especially useful in increasing the DEX of a team. In a team with multiple priests, the defense aura of priests can be boosted significantly by this staff.
Staff of Strength Staff of Strength 2 8-24 1 80-90 70 Physical STR of surrounding characters +33% Red Big Coconut Germ
(Seabed 4)
2250
Note: On average, this staff deals higher damage than most level 6 staves. In a team with multiple priests, the attack aura of priests can be boosted significantly by this staff.
Mars Sceptre Mars Sceptre 8 10-24 1 80-90 60 Physical MAG, DEX, STR, LP of surrounding characters +12% Impact Crater Boss
(Deep Impact)
19000 2375
Note: This is the only staff to accept Red and Yellow Crystals. Attaching both level 5 crystals can increase the damage of the staff to 24-67 without an AT aura.

List of guns

Icon Weapon LV AT PC AGI Range Type Bonus AT RPC Usage Cost Dropped by Buy Sell
Gold Bullet Gun Golden Gun 7 200-300 1 50-60 60 Physical 25 Yellow Diamond Snake
(Seabed 2)
- 1875
Note: Fires a single bullet which deals high damage. A Yellow Crystal and a Critical's_Card is recommended to further improve the damage of the single projectile.
Laser Rifle Laser Rifle 7 32-48 1 20-30 120 Fire 50 Red Martian (C1)
(Crater 1)
- 2000
Note: Essentially an upgraded Power Laser Gun, with the range of a Hunting Gun. The laser beams travel extremely quickly, piercing through enemies and bouncing off terrain. Due to the high speed of the projectiles, a Guide’s Card may have reduced effectiveness.
Magic Bayonet Magic Bayonet 7 120-120 1 50-60 60 Mute 0.6s 40 Purple Boss Aries Dragon
(Rocky Road 2)
- 2125
Note: This gun shoots an aquamarine spear which pierces terrain and homes into enemies. A Pearl is recommended to improve the mute length.
Air Cannon Air Cannon 7 50-150 1 80-90 50 Poison 5-5 (1s) 6 50 Green Coconut Digger
(Seabed 5)
- 2250
Note: This gun shoots a large two-arrow which is unaffected by gravity. Upon hitting the terrain or an enemy, the two-arrow explodes into 8 poison clouds.
Focus Ray Focus Ray 8 149-299 1 40-60 50 Thunder 50 Impact Crater Boss
(Deep Impact)
19000 2375
Note: This weapon creates a yellow ray instantly that stretches to the end of the screen, dealing damage to all enemies in its path.

List of whips

Icon Weapon LV AT AGI Range Type MP Bonus AT BPC Dropped by Buy Sell
Plasma Coil Plasma Coil 7 8-26 18-20 45 Fire 100 10-13 12 Pink Diamond Wheel
(Seabed 2)
1875
Note: Releases 12 bright pink flames (with zero DEX) that last for 3s upon full MP. The flames spread slowly around the enemy.
Inductive Coil Inductive Coil 7 8-27 18-20 45 Thunder 180 1-125 7 Tan X UFO
(Seabed 3)
2000
Note: 7 homing waves (with zero DEX) are shot from the whip upon full MP.
Dual Coil Dual Coil 7 60-120 9-10 45 Physical Brown Mask Copter
(Rocky Road 1)
2125
Note: The Whipper is able to hit enemies twice as fast with weapon.
Ice Coil Ice Coil 7 8-28 18-20 45 Ice 150 60-70, Slow 25% 7 Grey Martian
(Cliff Shadows)
2250
Note: On full MP, 7 slowing snowflakes are launched in the air. The snowflakes home towards enemies.
Coil Zero Coil Zero 8 10-29 18-20 45 Freeze 150 100-120 (0.5s) 3 Impact Crater Boss
(Deep Impact)
19000 2375
Note: Creates an explosion of pale blue spikes on full MP. The spikes deal splash damage.

List of rings

Icon Weapon LV AT AGI Range Type MP Bonus AT MPC RPC Dropped by Buy Sell
Molten Glory Molten Glory 7 9-11 20-30 60 Physical/Fire 170 Physical: 40-50
Fire: 50-50 (Stone), 14-18 (heat clouds)
Physical: 14
Fire: 1
Fire: 5 Orange Diamond UFO
(Seabed 1)
1875
Note: Upon full MP in the physical type, 14 stones are flung up into the air from the ring, similar to Stone Flail. Upon full MP in the fire type, a large red stone is launched into the air. 5 heat clouds are released from the stone when it hits the ground or an enemy.
Water Glory Water Glory 7 9-11 20-30 60 Ice/Fire 150 Ice: 5-10 (Slow 20%)
Fire: 20-40
Ice: 30
Fire: 30
Tan Big Castle Dragon
(Crater 1)
2000
Note: Upon full MP in the ice type, 30 slowing one-arrows are launched around the ring in a low arc. The one-arrows slide on the ground. A Sapphire can dramatically increase the damage of these one-arrows. Upon full MP in the fire type, 30 fire projectiles are released from the ring; 15 of the fire projectiles spread out like Super Volcano, while the other 15 fires spread out like Volcano.
Cracked Glory Cracked Glory 7 9-11 20-30 60 Ice/Physical 120 Ice: 40-40 (Slow 30%)
Physical: 90-160
Ice: 4
Physical: 4
Grey Mask Twister
(Rocky Road 1)
2125
Note: 4 small blue one-arrows are emitted from the ring on full MP in the ice type. In the physical type, 4 white one-arrows appear instead, dealing high splash damage. The arrows do not travel far from their initial location, at times allowing them to hit a single enemy.
Lightning Glory Lightning Glory 7 9-11 20-30 60 Fire/Lightning 200 Fire: 30-40
Lightning: 1-199
Fire: 20: 20
Lightning: 20
Green Skull Martian Lizard
(Cliff Shadows)
2250
Note: In the fire type, 20 blazes are fired in a vertical pillar. The blazes bounce off terrain, and can be pulled to enemies using a Guide's Card to deal high damage. In the thunder type, 20 yellow lasers are created in a vertical pillar, which bounce off the terrain as well. The lasers are affected by gravity, and will bounce vertically until hitting an enemy or when they disappear. A Guide's Card has no effect on the laser beams. This weapon is highly effective in confined spaces, as the bouncing projectiles will have a greater chance of hitting an enemy.
Charge Glory Charge Glory 8 10-13 20-30 60 Custom 1000 Ph: 66-66
Th: 1-199
Fi: 35-45
Ic: 25-55
Po: 5-7 (2.64s)
Mu: 50-100 (3.0s)
Fr: 20-20 (1.0s)
1 Ph: Constant 50
Th, Fi, Ic, Po: Constant 20
Mu: Constant 5
Fr: Constant 10
Impact Crater Boss
(Deep Impact)
19000 2375
Note: On reaching full MP, a random magical attack is selected, unless Jewels are used to lock the Charge Glory to one or two types. If one compo slot is missing a jewel, a random magical attack will be chosen every other time the angel hits full MP. Jewels not supported by this ring cannot be added to it. All types produce a grey ball which pierces terrain and homes toward enemies. The grey ball lasts for 4s, and produces projectiles that are dependent on the type(s) of the ring.

Physical (Ph): Bullets are fired from the ball in random directions. Can be locked in by adding a Citrene.
Thunder (Th): Sparks are emitted from the ball randomly. The sparks pierce enemies, dealing continuous damage. Can be locked in by adding a Topaz.
Fire (Fi): Lasers that pierce both terrain and enemies are produced in random directions. Can be locked in by adding a Ruby or a Garnet.
Ice (Ic): The ball emits ice clouds that spread slowly. Can be locked in by adding a Sapphire or an Aquamarine.
Poison (Po): The ball emits stationary poison clouds. Can be locked in by adding an Emerald or a Peridot
Mute (Mu): A fast dark grey spear is fired towards enemies. The spear pierces terrain. Can be locked in by adding a Pearl.
Freeze (Fr): The ball constantly creates white shock mines at its current location. Can be locked in by adding a Diamond or an Opal.

List of saws

Icon Weapon LV AT AGI Range Type Bonus AT Fuel Operation time Dropped by Buy Sell
Chilled Hacksaw Chilled Hacksaw 7 4-4 5-5 15 Ice Slow 30% 600 1:00 Grey Big X Walker (SB1)
(Seabed 1)
- 1875
Spark Hacksaw Spark Hacksaw 7 4-4 5-5 15 Thunder 1-19 300 0:30 Green Meteor
(Crater 1)
- 2000
Note: Sparks are emitted from the tip of the saw with each attack. The sparks last for 1s, and bounce off terrain much like the projectiles from the Spark Claw.
Dark Hacksaw Dark Hacksaw 7 8-8 15-20 15 Mute 6s 60 0:18-0:24 Orange Aries Dragon
(Rocky Road 2)
- 2125
Note: When equipped, the critical chance of the Lumberjack increases to 10%.
Cyclone Hacksaw Cyclone Hacksaw 7 4-4 5-5 15 Physical Knockback 6
Stone: 30-30 ×3
450 0:45 Tan Roundhead Germ
(Seabed 5)
- 2250
Note: Every attack has a 10% chance of creating 3 stones that are flung at the nearest enemy.
Titanium Hacksaw Titanium Hacksaw 8 24-32 15-20 15 Physical 1000 5:00-6:40 Impact Crater Boss
(Deep Impact)
19000 2375
Note: This saw offers high damage and operation time, but at the cost of a higher AGI.


List of bombs

Icon Weapon LV AT AGI Range Type Bonus AT Ex. Range (PiD) Ex. Time (s) Dropped by Buy Sell
Burning Oxidant Burning Oxidant 7 0-0 50-60 90 Fire 9-9 ×50 20 2.6 Pink Diamond Wheel
(Seabed 2)
- 1875
Note: Spews 50 heat clouds that rise up slowly over the course of 3s. The heat clouds last for 1s.
Crackling Oxidant Crackling Oxidant 7 0-0 50-60 90 Thunder 1-29 ×50 20 2.4 Green Martian
(Crater 1)
- 2000
Note: Releases 50 shocks around the projectile over the course of 3s.
Pure Oxidant Pure Oxidant 7 0-0 50-60 90 Freeze 3-5 ×50 (0.1s) 20 2.2 Blue Boss Mask Copter
(Rocky Road 1)
- 2125
Note: Creates 50 white clouds around the projectile over the course of 3s. A diamond is recommended to improve the freeze time, such that more enemies can be frozen simultaneously.
Homing Oxidant Homing Oxidant 7 0-0 50-60 90 Fire 8-8 ×50 20 2.5 Orange Boss Roundhead Germ
(Seabed 5)
- 2250
Note: 50 homing blazes appear around the bomb over the course of 3s. If an enemy is not nearby, the blazes will not move, and disappear after several seconds.
Impure Oxidant Impure Oxidant 8 0-0 50-60 90 Poison 3-3 (1.5s) 50 2.4 Impact Crater Boss
(Deep Impact)
19000 2375
Note: Creates 50 purple clouds over the course of 3s. This weapon may not be so effective against mobs as it is possible for a mob to be hit by more than one poison cloud.

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