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Pillars are fictional compo items in Stick Ranger. Their purpose are to increase a stat that can only be utilized by a single class (otherwise known as "Proprietary Stats").

These are able to provide a stat increase the same way that certain Stones can fulfill, except there exists a 4:1 Pillar to Stone ratio of efficiency, which means a pillar is equal to 4 Stones, so a pillar is actually worth 20 SP/level (of course, there is no LP increase as of a result).

These can be sold for 1000 gold/level.

List of pillars

Mana Pillar Mana Pillar

Level Effect Dropped by Cost for
buying
Profit for
selling
level 1: Mana +200 unknown 8000 1000
level 2: Mana +400 unknown - 2000
level 3: Mana +600 unknown - 3000
level 4: Mana +800 unknown - 4000
level 5: Mana +1000 unknown - 5000
level 6: Mana +1200 unknown - 6000

Composition restriction: Tomes

Effect explanation: Increases Mana as if invested 20 SP/level into MAG.

Credits: HankGuideDude


Wing Pillar Wing Pillar

Level Effect Dropped by Cost for
buying
Profit for
selling
level 1: Wing +10 unknown 8000 1000
level 2: Wing +20 unknown - 2000
level 3: Wing +30 unknown - 3000
level 4: Wing +40 unknown - 4000
level 5: Wing +50 unknown - 5000
level 6: Wing +60 unknown - 6000

Composition restriction: Maces

Effect explanation: Increases Wing as if invested 20 SP/level into DEX.

Credits: HankGuideDude


Fuel Pillar Fuel Pillar

Level Effect Dropped by Cost for
buying
Profit for
selling
level 1: Fuel +40% unknown 8000 1000
level 2: Fuel +80% unknown - 2000
level 3: Fuel +120% unknown - 3000
level 4: Fuel +160% unknown - 4000
level 5: Fuel +200% unknown - 5000
level 6: Fuel +240% unknown - 6000

Composition restriction: Saws

Effect explanation: Increases Fuel as if invested 20 SP/level into MAG. Stacks with the percentage that MAG provides.

Credits: HankGuideDude


Power Pillar Power Pillar

Level Effect Dropped by Cost for
buying
Profit for
selling
level 1: Ex. Range +(10-20) unknown 8000 1000
level 2: Ex. Range +(20-40) unknown - 2000
level 3: Ex. Range +(30-60) unknown - 3000
level 4: Ex. Range +(40-80) unknown - 4000
level 5: Ex. Range +(50-100) unknown - 5000
level 6: Ex. Range +(60-120) unknown - 6000

Composition restriction: Bombs

Effect explanation: Increases Ex. Range as if invested 20 SP/level into MAG.

Credits: HankGuideDude


Healing Pillar Healing Pillar

Level Effect Dropped by Cost for
buying
Profit for
selling
level 1: Heal +2.5 unknown 8000 1000
level 2: Heal +5 unknown - 2000
level 3: Heal +7.5 unknown - 3000
level 4: Heal +10 unknown - 4000
level 5: Heal +12.5 unknown - 5000
level 6: Heal +15 unknown - 6000

Composition restriction: Staves (Healer)

Effect explanation: Increases Heal as if invested 20 SP/level into MAG.

Credits: HankGuideDude


Trivia

  • The pillars here appear to have the ionic order, one of the orders/organizational systems of classical architecture.
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
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
KO-Potion
Potion
KO-Scroll
Scroll
N Shield
Shield
Cobalt Big Star
Star
Tea white
Tea
N Transform
Transform

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