Ideas for Stick Ranger Weapons

This article contains ideas for the weapons for existent Stick Ranger classes, such as the Boxer, Gladiator, Sniper, Magician, Priest, Gunner, Whipper, and Angel.

Go to Part 2, for weapons for fan-made Stick Ranger classes.

Fictional types
Some Types here are created by users, including water, lethal, heal, trinity, revive, fast, magic, range, dexterity, strength, flame, ???, red thunder, darkness, support, time, wind, earth, mist, sticky, virus, goo and bee.
 * The water type is a type that does normal damage to all enemies except those who are strong against fire or use fire attacks (excludes megabosses). Its color is teal.
 * The lethal type is the same as physical, but has a KO (kill in a hit) rate. The KO rate cannot KO bosses, instead, whenever the KO rate is activated, it will do 999 damage.
 * The heal type allows the character to heal and add LP to all friends in range.
 * The trinity type is the same as lethal, but the KO rate is bigger and it cannot equip components.
 * The revive type has a chance to revive a partner when he attacks if he is in the range.
 * The fast type can lower the AGI of all characters in range.
 * The magic type can add MAG to all characters in range.
 * The range type can add range to all characters in range, except melee characters.
 * The dexterity type can add DEX to all characters in range.
 * The strength type can add STR to all characters in range.
 * The flame type is essentially poison, but can attack enemies who have strength to poison (except if it has strength to flame). Its color is red.
 * The ??? type is mysterious, unknown, and strange. It is impossible to know which type the ranger will fire every attack.
 * The red thunder is the same as thunder, and does thunder damage, but is red. Weapons of this type tend to do more damage than normal thunder weapons.
 * The darkness type tends to have large AT and range.His color are black.
 * The support type is not an attack type. It supports other characters.
 * The time type will act like ice/freeze, in case the characters deal with an ice resistant enemy. It will not affect bosses.
 * The earth type normally attacks with earth balls, the earth balls can be grabbed and can carry more than one earth ball at once, and the stickman can attack the enemy with more than one earth ball. If all enemies are cleared from the part of the stage, the character will collect balls until he is at maximum capacity of carrying balls. The character retains collected earth balls throughout the stage, but when the player returns to the world map, the balls are gone. The Earth type is represented by the color brown.
 * The wind type has very low damage, but it blows the enemies away from the characters. Cannot affect immobilized species, such as Mushrooms and Cacti. Its color is light gray
 * The mist type has high AGI, but has a very high range, and travels in all directions. Its color is olive.
 * The sticky type has attack that affected by gravity but remains for a long time. Its color is light purple.
 * The star type has very speed magic and launch star attack.
 * The burst type has small splash radius, and make the burst attack.
 * The bump type has thunder and shock attack, but turn enemy to yellow and makes a shock on the enemy.
 * The flour type has big AT multiple, but low damage.
 * The flag type make enemies sing a national hymn, disabling the to attack.
 * The virus type turn enemies purple that enemy can't attack you but you can and they help attack and distract enemies for you. Cannot so much affect immobilized enemies such as Bosses, Mushrooms or Cacti.
 * The goo type often releases 3 or more clouds of goo. Similar to Ice but goo, lets say its 10% so one cloud makes 10% 3 clouds make 30% and 7 clouds make 70% so the more goo that hits the enemy, the slower the enemy moves unless he moves out of the goo in a certain way. Goo doesn't disappear for at least 3 seconds. Doesn't effect enemies AGI. Less effective on Bosses. Cannot affect immobilized enemies such as Cacti and Mushrooms.
 * The bee type spike enemy with bee.
 * The chaos type acts like both light and dark weapon types, but either attack is active in a 50% chance.
 * The shock type acts like freeze, but it paralyzes the enemies and attack at the same time.

Combined types
Here are two types combined.
 * Fog (water + fire)
 * Chaos (thunder + darkness)

Classes

 * Some classes here are non-existent in game and are fan-made, but all of their weapons are found in part 2.

Mecha Claw 6


AT:10-25

Range:15

AGI:15-32

Type:see note

Note:will randomly do one of the following:

copy the last hit enemies attack.

use the attack of the teammate with the least health.

send 10 bolts of lightning out of the claw one after another.

Flour Glove 1
AT: 1-4x20

Range: 7

AGI: 5-5

Type: Flour

Fire Claw 5


AT: 10-19

Range: 15

AGI 15-30

Type: Fire

MP: 35

Fire AT: 27-38

Note: Same effect as Fire Knuckle 3 but shoots Heat instead of flames.

Mach Claw 5


AT 50-100

Range 15

AGI 5-10

Type: Physical

MP 0

Poison Claw 5


AT 10-20

Range 15

AGI 15-32

Type: Poison

MP 50

Bonus AT 6-6 (0.4 sec)

Freeze Claw 6


AT 12-21

Range 15

AGI 15-32

Type: Freeze

MP 50

Bonus AT 25-35 (0.3 sec)

Note: It has explosion damage and when you add a Diamond 3 the freeze length will double. Quick's card 4 will decrease almost half the AGI. If you have 4 Boxers with this, you can possibly almost solidly freeze a boss!

Needle Claw 6


AT 12-24

Range 15

AGI 15-32

Type: Physical

MP: 100

Bonus AT 15-20

Guide Range: 5

Note: Has guide length.

Spark Claw 6 (1st ver.)


AT: 15-25

Range: 15

AGI: 15-32

Type: Thunder

MP: 100

Bonus AT: 1-79 Guide Range: 5

Note: Like the real Spark Glove 2 and Spark Knuckle 4, but shoot out mines instead of sparks and they have guide length.

Sonic Claw 6


AT: 50 - 100

Range: 15

AGI: 5-10

Type: Physical

Note: Like the real Sonic Punch 2 and Sonic Knuckle 4 but makes a large arrow similar to Thunder Glove 1 but not double arrow.

Spark Claw 6 (2nd ver.)


AT: 15-25

Range: 15

AGI: 15-32

Type: Thunder

MP: 100

Bonus AT: 1-

Note: It releases 12 bolts moving straight (not up, vertically or down) moving extremely fast and can bounce off walls up to 30 times and Bolts can last up to 30 seconds. The bolts have 20 guide length so the bolts can follow enemies

Credits: Tabuu

Big Knuckle 3
AT: 5-10

AGI: 10-20

Range: 30

Type: Physical

Bonus: AT 5-10

Note: It's range is longer because it is big.

Spike Knuckle 3


AT 5-10

AGI: 15-30

Range: 20

Type: Physical

Bonus AT: 10-20

Note: Shoots needles.

Ice Knuckle 2
(There you go :3)

AT: 16-24

AGI: 15-30

Range: 15

Type: Ice

Bonus AT: 20-30

MP: 75

SLOW 40%

Blazing Knuckle 3


AT: 6-12

AGI: 20-25

Range: 15

Type: Fire

Bonus AT: 5-6

MP: 50

Note: Can be resisted by fire resistance.

Blazing Claw 5


AT: 10-20

AGI: 15-20

Range: 15

Type: Fire

Bonus AT: 6-8

MP: 60

Note: A stronger version of the Blazing Knuckle.

Trench Spike 5
AT: 20-30

AGI: 10-20

Range: 30

Type: Physical

Note: A continuation of the Big Knuckle idea. Based on the WWI weapon of an 8 inch brass knuckle like spike.

Mach Claw 5
AT: 30 - 60

AGI: 1-1

Range: 15

Type: Physical

Note: 2nd fastest weapon in the game!

Mach Fist 7 AT: 75 - 135

AGI: 1-1

Range: 15

Type: Physical

Note: A upgrade of the Mach gloves.

Virus Glove 2


AT:2-4

Range: 15

AGI: 15-24

Type:Virus

MP 60

Bonus AT 5-10 Time (0.7 sec)

Acts the same as the real Needle Glove 2 but with less bullets, less AT and is Virus.

Virus Knuckle 4


AT: 12-16

Range 15

AGI 15-28

Type: Virus

MP 100

Bonus AT 10-15 Time (0.8 sec)

Note: It shoots 6 purple spikes like the real Needle Glove 2 and viruses the enemy within time. Enough spikes to look like another Needle Glove 2 but with Virus.

Virus Claw 6


AT: 35-43

Range 15

AGI 15-32

Type: Virus

MP 130

Virus AT 15-25 Time (1.0 sec)

Note: It shoots 10 Purple Guided Spikes and is same effect as the real Needle Knuckle 4 but is Guided and with Virus.

Long Glove 2
AT 5-10

Range 40

AGI 10-15

Type: Physical

MP 0

Bonus AT 5-10

Note: This Glove releases an arrow per punch 25 Range away from the official gloves. Also easier to attack flying enemies.

Long Knuckle 4
AT 25-40

Range 44

AGI 10-17

Type: Physical

MP 0

Bonus AT 25-40

Note: Like Long Glove 2 but arrows are a little further away from the glove than Long Glove 2 (29 range away).

Long Claw 6
AT 50-100

Range: 47

AGI 10-19

Type: Physical

MP 0

Bonus AT 50-100, 50% chance of 2 bullet.

Note: It releases 50% chance of 2 arrows instead of 1 and doesn't Use MP. This Glove will accept Bullets Card.

Sonic Fist 8
AT: 100 - 150

AGI: 1-1

Range: 15

Type: Physical

Note: An upgrade of the real Sonic Knuckle 4.

Blood Glove 1
AT 2-4

Range 15

AGI 15-22

Type: Bleed

MP 12

Bonus AT 4-6, AGI 20-30, Time (1.0 sec)

Note: It creates 2 long thin red needles turning the enemy red.

Bleeding Glove 2
AT 2-4

Range 15

AGI 15-24

Type: Bleed

MP 50

Bonus AT 5-6, AGI 3-3, Time (0.1 sec)

Note: It is better than Blood Glove 1. It creates 10 clouds. It's better because it hes lower blood AGI and min attack +1 higher. Low time because of all of the clouds.

Blood Knuckle 3
AT 6-12

Range 15

AGI 15-26

Type: Bleed

MP 25

Bonus AT 10-16, AGI 15-30, Time 1.2 sec.

Note: Like Blood Glove 1 but 3 spikes are shot instead of 2.

Mist Glove 1
AT: 20-40

AGI: 20-50

Range: 600

Type: Mist

Note:Is the fastest weapon of the Mist type!

Mach Spike Ball 9
AT: 70 - 234

AGI: 1-1

Range: 1-2

Type: Fast

Note: This is the fastest weapon in the game, but has a very short range.

Bump Glove 2
AT:4-6

AGI:4-6

Range:10

Type:Bump

Quick Glove 2
AT:1-1

AGI:5-10

Range:15

Type:Splash

Bonus AT:10-10

MP:0

Note:Generates 50 splash clouds around the glove.

Pin Glove 2
AT:2-4

AGI:15-24

Range:15

Type:Physical

Bonus AT:100-100

MP:50

Note:Shoots 1 big needle, what deals huge damage.

Tabuu Blade SS
AT: 500-800

Range: 70

AGI: 150-200

Type: Force, Fire

Note:The Strongest Sword in the game. Acts like tabuu's blade. It scrapes enemies off the ground with force and throws them away.

Scimitar 7


AT:80-85

Range:10

AGI:30-40

Type:Physical

Note:Level 7!

French Blade 5


AT 70-75

Range 30

AGI 20-30

Type:Flag

Note: This is a special weapon that makes every enemy hit singing the "Marseillaise" and disabling them to attack. (lol)

Virus Sword 2


AT 10-15

Range 30

AGI 20-30

Type: Virus

MP 100

Bonus AT 15-25 Time (1.0 sec)

Note: This is the first virus weapon I made. When MP reaches full it viruses the enemy (Turning him Purple) to attack and distract the other enemies within the time (When the enemy is virused, you can still attack him but he can't until it wears off). This weapon shoots 5 virus spikes when MP reaches full.

Virus Sabel 4


AT 15-20

Range 30

AGI 20-30

Type: Virus

MP 150

Bonus AT 50-70 Time (1.2 sec) Guide Range 10

Note: Like Virus Sword But it shoots 8 waves and has Guide Length

Virus Blade 6


AT 20-25

Range 30

AGI 20-30

Type: Virus

Bonus AT 100-150 Time (1.5 sec) Guide Range 15

Note: Like Virus Sword 2 and Virus Sabel 4 but shoots 10 pellets and has more Guide Length.

Big Volcano Sabel 1000
AT 1000-∞

Range 500

AGI 1-1

MP 1

Bonus AT 100,000,000

Magic bonus 100,000

Fire Blade 5


AT 16-23

Range 30

AGI 20-30

Type: Fire

MP 35

Bonus Fire AT 10-12

Note:Like the real Fire Sword 1 and Fire Sabel 3, but shoots 8 flames.

Thunder Blade 5


AT 16-23

Range 30

AGI 20-30

Type Thunder

MP 35

Bonus Thunder AT 1-49

Note:Like the real Thunder Sword 1 and Thunder Sabel 3, but shoots bolts straight instead of falling to the ground.

Ice Blade 5


AT 16-23

Range 30

AGI 20-30

Type: Ice

MP 40

Bonus Ice AT 35-45, Slow 30%, Guide Range 15

Note: Like real Ice Sword 1 And Ice Sabel 3 but arrows last longer and has guide length

Long Blade 6


AT 50-100

Range 45

AGI 20-30

Type: Physical

MP 0

Note: When you add a Long Sword's Card 4, the Range will be 57, the length of almost 2 swords.

Lightsaber 6


AT 20-25

Range 30

AGI 20-30

Type: Thunder

MP 120

Bonus Thunder AT 1-25

Note: Like Lightsaber 2 and 4 but lasts longer.

Flame Blade 6


AT 20-25

Range 30

AGI 20-30

Type: Fire

MP 120

Bonus Fire AT 3-9 Guide Range 40

Note: Like the real Flame Sword 2 and Flame Sabel 4 but ovals lasts longer and has more Guide Length

Frozen Blade 6


AT 20-25

AGI 20-30

Range 30

Type Freeze

MP 120

Bonus AT 30-40 (0.2s)

Note: Like the real Frozen Sabel 4 with MP full it emits 10 freezing arrows with homing capabilities. It is recommended to use a Diamond to keep the enemy frozen for longer periods

Poison Sword 1


AT 5-10

AGI 20-30

Range 30

Type Poison

MP 10

Bonus AT 1-1 (0.5s)

Note: Like the real Fire Sword 1, Thunder Sword 1 and Ice Sword 1, but unleashes a poison cloud. Peridot recommended.

Poison Sabel 3


AT 12-18

AGI 20-30

Range 30

Type Poison

MP 25

Bonus AT 2-2 (1.0s)

Note: Like the fake Poison Sword 1 but has more power. Peridot recommended.

Poison Blade 5


AGI 20-30

Range 30

Type Poison

MP 35

Bounus AT 3-3 (0.7 s)

Note: Like the fake Poison Sword 1 and Poison Sabel, it is recommended to equip a Peridot.

Zwiehander 7 (general weapon type)
(essentially looks the same as clouds sword without the cloth wrap)

Range: 35

AGI 50-60 (as fast as a buffed mage, but way slower than the normal sword)

MP: all lvl 5 zwiehanders have the same bonus strength, but the cost generally half as much as the previous edition of such weapons.

Grandus Sword 3
AT 35-50

AGI 20-30

Range 35

Type Fire Thunder

MP Random (bases extra damage)

Bonus AT Depends on MP used (Fire: 2 ( no seconds) Thunder: 5 (0.7s))

Note: This is one of the rarest mythology weapons, This is given to a gladiator who was become a chosen one to defeat the forces of evil.

Katana 5
AT 15-30

AGI 10-20

Range 40

Type Physical

MP 0

Rainbow Katana 8
AT 1- 1234

AGI 10-20

Range 45

Type Physical, Poison, Fire, Thunder, Ice, Water

MP 300

Note: You can't buy this at the store because this is very rare

Red Thunder Blade 6
AT5-500

AGI 30-35

Range 45

Type Red Thunder

Diamond Blade 6
AT:70-200

AGI:30-70

Range:55

Type:Trinity

Note:On the first hit,a good monster(White diamond golem) appear.

Ice Blade 6


AT: 30-50

AGI: 20-30

Range: 30

Type: Ice

AT: 4-7

MP: 45

SLOW: 40%

Machete 7


AT 100-170

Range 30

AGI 20-30

Type: Physical

MP 0

Note: This Machete is super strong. It is over twice as powerful as the real Blade 5. This sword is very dark grey.

Fire Machete 7


AT 22-33

Range 30

AGI 20-30

Type: Fire

MP 40

Bunus AT 15-22

Note: Like the real Fire Sword 1 but it shoots 10 flames in a circle and slowly comes to the ground.

Spark Beamsword S


AT: 50-100

AGI: 30-40

Range: Infinite

Type: Thunder

Tricoloured Blade 6


AT: 20-30

AGI: 20-30

Range: 30

Type:Thunder, Fire, Ice

MP: 130

Bonus AT: Thunder (1-29x5), Fire: (8-10x3), Ice: (20-30 + Slow 20%x3)

Note: The Bonus AT alternates from Thunder, Fire and Ice.

Ballistic knife
AT: 50-100

AGI: 5-10

Range: 15 regular, 200 magical.

Type: physical.

MP: 20

Magical attack: Shoots the blade. The blade pierces enemies, but not terrain.

Molten Blade 7


AT: 30-40

AGI: 20-28

Range: 30

Type: Fire

MP: 250

Bonus AT: Fire (2.0s)

Arrow Rain S
AT 8-12

Range: 150

AGI 125-150

Type: Physical

Bullet: 100

Note: Shoots 100 arrows in an extremely high arch (weapon with highest arch) which then rain down on the enemy with a range of triple-shot.

Mega Fire Shot ?
AT 50-100

Range 110

AGI 50-60

Type: Fire

MP 50

Bonus AT 10-20

Note: It has one of the highest ATs for a bow in the game and unlike other shots, it shoots only two arrows close together as well as making the fire fall when hitting a surface.

Big Arrow 2


AT 20-30

Range 90

AGI 45-60

Type: Physical

MP 0

Note: It shoots 1 big arrow with high, explosion damage and moves a little slower.

Big Iron Arrow 4


AT 50-80

Range 90

AGI 45-60

Type: Physical

MP 0

Note: Like the fake Big Arrow 2 but moves a little faster (not as fast as iron arrows).

Big Steel Arrow 6


AT 100-160

Range 90

AGI 40-50

Type: Physical

MP 0

Note: Like the fake Big Arrow 2 and Big Iron Arrow 4 but shoots as fast as Iron arrows and a little less AGI.

Big Titanium Arrow 8
AT 180-320

Range 90

AGI 40-50

Type: Physical

MP 0

Note: Like the others but can now pierce through terrain and the explosion damage is spread at a higher range.

Double Steel Arrow 5


AT 24-36

Range 90

AGI 30-40

Type: Physical

MP 0

Note: Steel arrows shoot faster than iron arrows and is also gray but a brighter gray.

Triple Steel Arrow 5


AT 25-30

Range 90

AGI 30-40

Type: Physical

MP 0

Note: Same effect as the real Triple Iron Arrow 3 but of course steel arrows shoot faster.

Quad Steel Arrow 6


AT 24-36

Range 90

AGI 30-40

Type: Physical

MP 0

Decuple Arrow 6


AT 12-18

Range 90

AGI 45-60

Type: Physical

MP 0

Note: Like the real Oct Arrow 2 and Nonuple Arrow 4, but shoots 10 arrows instead of 8 or 9.

Double Titanium Arrow 7
AT: 50-60

Range: 90

AGI: 30-40

Type: Physical

MP: 0

Note: Is an Upgraded version of Double Steel arrow. The arrows that are shot are less arch and the arrows are slightly thicker.

Triple Titanium Arrow 7
AT: 45-60

Range: 90

AGI: 30-40

Type: Physical

MP: 0

Note: Same as Triple Steel Arrow 5 but instead of a straight line of arrows, the arrows are just a little more spreaded. If you have very high range, you can tell the difference.

Quint Titanium Arrow 8
AT: 50-60

Range: 90

AGI: 30-40

Type: Physical

MP: 0

Note: It releases 5 titanium arrows instead of 4.

Elevouple Arrow 8
AT: 25-30

Range: 90

AGI: 45-60

Type: Physical

MP: 0

Note: It shoots 11 arrows instead of 8, 9 or 10. This weapon is exactly like Triple Titanium Arrow 7 but two arrows at a time are shot.

Double Pyramid 6


AT: 16-24

Range: 90

AGI: 30-40

Type: Poison

MP: 50

Bonus AT: 4-5 (1.47 sec)

Note: Just basically an upgraded version of Pyramid Arrow 5. the Purple Clouds are now less visible, more appear from the arrow and the clouds now have 10 guide length which makes this weapon more useful.

Triple Pyramid 7
AT: 20-30

Range: 90

AGI: 30-40

Type: Poison

MP: 70

Bonus AT: 6-6

Note: Can do double the poison damage of the Pyramid Arrow 5. The Purple Clouds have 15 guide length.

50 Arrow Shot 3
AT 2-3

Range 180

AGI 60-70

Type: Physical

MP 0

Note: It shoots 50 arrows with high AGI. The closer you are, the more damage given.

60 Iron Arrow Shot 6
AT 4-6

Range 200

AGI 60-70

Type: Physical

MP 0

Note: Like 50 arrow shot 3 but because their iron, They shoot more straight.

75 Steel Arrow Shot 9
AT 6-10

Range 230

AGI 60-70

Type: Physical

MP 0

Note: Like 50 Arrow Shot 3 and 60 Iron Arrow Shot 6 but arrows shoot like Triple Arrow 1 and Quint Shot 3.

Triple Fire 5


AT 15-20

Range 90

AGI 30-40

Type: Fire

MP 40

Bonus AT 15-18

Note: Like the real Double Fire 3, but 2 flames per arrow are released.

Ice Shot 6


AT 7-15

AGI 25-35

RANGE 150

TYPE Ice

AT 8-12

MP 35

SLOW 40%

Fireworks shot 6


AT: 50-60

AGI: 40-50

Range: 160

Type: fire

MP: 150

Bonus: Explodes in 10 differently colored particles upon magical activation.

Nonuple Fire


AT:300-400

AGI: 5-10

Range:200

MP: 100

Type: fire

Bonus AT: 25-40

Bonus: make (a flames)? when touch ground.

Note: Nonuple fire arrow is too long for the name, so I (logologologol) made it shorter, it will be strange.

Ice Arrow 1


AT 8-12

AGI 30-40

Range 90

Type Ice

MP 15

Bonus AT 0-0 (SLOW 15%)

Note: When it gets to the land or an enemy it creates a small ice.

Thunder Arrow 1


AT 8-12

AGI 30-40

Range 90

Type Thunder

MP 20

Bonus AT 1-20

Note: When it gets to the earth or an enemy it creates a small thunder bolt, like the real Thunder 1.

Fast Arrow 1


AT 4-8

AGI 20-30

Range 90

Type Physical

Note: Fires a single fast arrow, but the AT is low.

Rainbow Arrow 4


AT 15-20

AGI 30-40

Range 90

Type Fire Thunder Ice Poison

MP 60

Bonus AT 1-30 (only for thunder) 8-9 (only for fire) 2-2 (only for poison) 0 (only for ice)

Poison Time 1s

Note: Fires 4 arrows like Quad Arrow 2 but shoots a Poison Arrow, an Ice Arrow, a Thunder Arrow and a Fire Arrow. Use a guides card to all arrows get to the same enemy (like bosses).

Poison Shot 5
AT 6-8

AGI 30-40

Range 90

Type Poison

Bonus AT 2-3

Time 1s

Note: Like the real Fire Shot 4, but if touch any where, it do a small poison cloud.

Quint Fire 5
AT 15-20

AGI 30-40

Range 90

Bonus AT 8-12

Type Fire

Note: Like the real Fire Shot 4, but it has 5 arrows

Rapid Arrow 2
AT 4-12

AGI 25-35

Range 90

Type Physical

Note: Like the fake Fast Arrow, but it is stronger.

Freeze Arrow 2


AT 12-30

AGI 20-45

Range 90

Type Freeze

Freeze Time 2s

MP 100

Quint Poison Shot 5
AT 6-8

AGI 30-40

Range 90

Type Poison

MP 40

Bonus AT 3-3

Time 1.0s

Note: Like Poison Shot 5, but it shoots 5 arrows instead of 3, like a mix of Quint Shot and Poison Arrow.

Thunder Shot 3
AT 4-6

AGI 30-40

Range 150

Type Thunder

MP 35

Bonus AT 1-30

Note: Like the real Thunder Glove 1 (the bonus AT when the MP get to max), it make the same triangle when attack an enemy, but it pass through him, attacking him one time and stop in a wall.

Quint Rainbow Shot 6


AT 5-10

AGI 30-40

Range 150

Type Thunder Poison Fire Ice Freeze

MP 70

Bonus AT Fire = 8-12 - Poison = 3-3 - Thunder = 1-30 - Ice = 0-0 - Freeze = 0-0

Time (poison) 1.0s

Time (freeze) 1.0s

Note: Like Rainbow Arrow 4, but have the freeze type and is a "shot" version of it. To thunder like the fake Thunder Shot 3, to poison like the real Poison Shot 5, to fire like the real the real Fire Shot 4, to ice, like ice arrow (make the same ice cloud), and to freeze, like the fake Thunder Shot, but the triangle is blue and can freeze. use a guides card to all arrows attack the same enemy.

Flame Arrow 5


AT 12-18

AGI 30-40

Range 90

Type Fire

MP 100

Bonus AT 15-18

Note: Arrow turn into 5 fires residue upon contact.

Flame arrow S
AT 15-20

AGI 30-40

Range 90

Type Flame

MP 40

Bonus AT 7-8

Note: The flame type is the same of poison, but can attack enemies witch poison immunity (but if the enemy have flame immunity it won't do a (a what?)

Explosion Arrow ?
AT 8-16

AGI 30-40

Range 90

Type fire

MP 10

Bonus AT 5-10

Note: shoots an arrow which explode in impact. The explosion is the same as the real Delta Explosion 3 from Magicians.

Earth Arrow 1
AT 8-12

AGI 30-40

Range 90

Type Earth

MP 15

Bonus AT 5-10

Grab 2/1

Note: When the MP gets full, if the arrow go to an enemy or the ground, it makes an earth ball, if wont have any enemy in the sniper range, it will be around the sniper until any enemy get to the range of the sniper. Can Grab 2 earth balls and gets 1 ball per time. If the sniper wont have any enemy in its range, him go throw arrows to the closest enemy in range or to the next sign (if wont have any enemy in the area) until have 2 earth balls around him.

Big Iron Arrow 5
AT 60-90

AGI 80-90

Range 100

Note: Shoots a single arrow like the Seaside 1 boss does, in a arch, like regular bows. It has a large AT, finally being an overpowered weapon. It has AGI like a orb, because it does big damage, and it has medium range.

Nonuple fire and poison shot S
AT 1000-1200

AGI 2000-2300

Range INF

Super explosion arrow 6
AT: 15-20

AGI: 40-50

Range: 90

Type: Fire

MP: 40

Bonus AT: 25-40

Note: Shoots a single arrow which in impact in the round or an enemy it creates a ring shaped explosion, like that of the real Explosion Chain 4. This bow is slower than most of other bows.

Oasis Boss Arrow 6
AT: 10-20

AGI: 30-40

Range: 90

Type: Thunder

MP: 45

Bonus AT: 1-14

Note: Releases mine residue on its trail just like the Oasis boss when fully charged.

Heat Arrow 5
AT: 9-18

AGI: 30-40

Range: 90

Type: Fire

MP: 40

Bonus AT: 5-10

Note: Similar to the real Pyramid Arrow 5, but releases heat instead.

Ice Cloud Arrow 5
AT: 9-18

AGI: 30-40

Range: 90

Type: Ice

MP: 40

Bonus AT: 5-10 (Slow: 30%)

Note: Similar to the the real Pyramid Arrow 5 and the Heat Arrow 5, but it releases ice clouds which slows down enemies. The arrow himself do not slow down however. As result, some hits won't slow.

Shock Arrow 5
AT: 9-15

AGI: 30-40

Range: 90

Type: Thunder

MP: 60

Bonus AT: 25-50

Note: Releases a big yellow shock when MP is fully charged upon contact with an enemy or ground, damaging anything within the shock (just like the Sonic Punch 2, but a lot bigger).

Fire Storm 6


AT 35-50

Range 150

AGI 80-150

Type: Fire

Note: From the sky will fall fire.

by King_Oskar

Hell Fire Storm 7


AT 50-75

Range 200

AGI 80-160

Type: Fire and thunder

Note: To same than Fire Storm, but with thunders.

By King_Oskar

Flame
AT 6-6

Range 50

AGI: 100-100

Type: Flame

Note: This attack is almost the exact same as the Pyramid bosses attack, as it releases 66 flames, each doing 6 damage.

Shockwave
AT 50-70

Range 70

AGI: 100-200

Type: Thunder

Bonus AT 20-30

Note: This orb is one of the most destructive in the game because it has many, many shockwaves (50 in total) that each do 20-30, making this extremely helpful when fighting a monster like the Pyramid Boss.

Bee 2
AT:5-10 X 5

Range:30

AGI:20-70

Type:Bee

Dropped by:Pink Fairy Bat

Note:Bee attack enemies.

Beehive 4
AT:10-15 X 10

Range:25

AGI:25-75

Type:Bee

Dropped by:Pink Diamond Cactus

Note:Just the stats + 5 or - 5.

Bee Storm 6
AT:15-20 X 15

Range:20

AGI:30-80

Type:Bee

Dropped by:Yellow Gel Dragon

Ardor Rise 5
AT:10-20

Range:10

AGI:30-50

Type:Fire

Note:Attack was a Heat that turn to fire when touch enemy.

Burst 1
AT:20-40

Range:20

AGI:30-40

Type:Burst

Area Burst 3
AT:30-50

Range:40

AGI:40-60

Type:Burst

Homing Burst 6
AT:40-100

Range:70

AGI:50-100

Type:Burst

Hail cloud 6


AT 50-60

Range 150

AGI 90-100

Note: Creates a cloud that goes up then drops 15 balls of hail that deals 10 damages each.

Ice Group 5


AT 15-30

Range 90

AGI 80-90

Bonus Ice Slow 40%

Note: Like the Icicle 3 but shoots 6 grouped Spikes and shoots faster. Bullet's Card is valid.

Air Volcano 6


AT 25-50

Range 90

AGI 120-135

Type: Fire

Bonus (1)AT 5-10 (flames)

(2)AT 4-6 (heat)

Note: When shot it bursts when it hits the enemy or ground it creates 20 flames splatting left and right then you think its done but the flames turn into heat coming back to the enemy to give extra damage. Adding a Ruby Guide's Card and/or Bullet's Card is recommended. Garnet is not recommended. Strangely, when the heat comes in, a Ruby or Priest's aura AT is not effective.

Life 7
Creature AT 30-40

Create Range 200

Creature Range 50

Create AGI 140-150

Creature AGI 15-20

Type: Create

Creature Type: Physical

Note: This orb creates 2 dark red roundhead spiders that look like enemies but are not. They help attack and distract enemies for you. This orb is rare.

Virus 2
AT 8-12

Range 90

AGI 120-135

Type: Virus

Bonus AT 2-4 Time (1.3 sec)

Note: Shoots 2 purple spikes. Bullet's Card effective on these virus orbs.

Ultimate Virus 4
AT 20-50

Range 90

AGI 120-135

Type: Virus

Bonus AT 8-12 Time (1.5 sec) Guide Range 10

Note: Like Virus But shoots 4 purple lasers and has Guide Length.

Long Deadly Virus 6
AT 50-100

Range 90

AGI 120-135

Type: Virus

Virus AT 20-30 Time (1.7 sec) Guide Range 15

Note: Like Virus 2 and Ultimate Virus 4 but 5 lasers shoot faster and has more Guide Length.

Icicle Rain 6
AT 15-30

AGI 120-135

Range 90

Type Ice

Bonus AT 0-0 (SLOW 30%)

Note: Shoots an Icicle rain, like the real Blizzard 2, and this has the number "6" because in the logic order "2" which is Blizzard 2, "4" which is the Ice Meteor and "6" which is this Icicle rain.

Guided Spike 2
AT 6-12

Range 90

AGI 80-90

Type: Physical

Bonus Guide Range 15

Note: Like Magic 1 but has guide length. Red Crystal and Yellow Crystal is valid on Guided Spike orbs.

Triple Guided Spike 4
AT 20-40

Range 90

AGI 80-90

Type: Physical

Bonus Guide Range 25

Note: Like Guided Spike 2 but shoots 3 bullets and has more Guide Length. This weapon accepts Bullet's Card.

Guided Spike Group 6
AT 40-60

Range 90

AGI 80-90

Type: Physical

Bonus Guide Range 30

Note: It has double the bullet (6) and has more Guide Length than Triple Guided Spike 4.

Jumbo Guided Spike Group 8
AT 50-80

Range 90

AGI 80-90

Type: Physical

Bonus Guide Range 35

Note: Like Guided Spike Group 6 but has 9 bullets and of course more Guide Length.

Mass Guided Spike Group S
AT 75-100

Range 90

AGI 80-90

Type: Physical

Bonus Guide Length 40

Note: Like Jumbo Guided Spike Group 8 but has 13 bullets and yes more Guide Length.

Acid Drop 6


AT 1-50

Range 90

AGI 120-135

Type: Thunder

Note: Like the real Thunder Spear 4 but instead of bolts falling, pellets are falling so the 33 pellets totally fall down much faster even 2 seconds or less (maybe over 2 seconds with Bullet's Card 3 or higher with more bullets) and spreads out a bit to the left or right.

Mine Drop 8
AT 1-59

Range 90

AGI 120-135

Type: Thunder

Note: Like Acid Drop 6 but 50 mines are released to the ground all at once so its effective on flying enemies. Bullet's Card will help and it spreads even further.The mines bounce.

Multi Drop S
AT 1-79 (Bolt) (20x)

Range 90

AGI 120-135

Type: Thunder

Bonus (Pellet) AT 1-50 (20x) (Mine) AT 1-59 (15x)

Note: It has 3 different drops, Bolts (main attack), Pellets and Mines.

Big Thunder Burst 5


AT 1-250

Range 80

AGI 80-90

Type: Thunder

Bonus AT 1-29 (5x)

Note: Like the real Thunder 1 and Big Thunder 3 but kind of combined together.

Mass Thunder Burst 7
AT 1-350

Range 80

AGI 80-90

Type: Thunder

Bonus AT 1-49 (7x)

Like: Big Thunder Burst 5 but big bolt is skinnier and faster and burst bolts also shoot faster and is skinnier.

Triple Big Thunder 9
AT 1-333

Range 80

AGI 80-90

Type: Thunder

Note: Like the real Big Thunder 3 but shoots 3 bullets. Bullet's Card Valid.

Goo 1
AT 1-25

Range 80

AGI 80-90

Type: Goo

Bonus Slow 5%

Note: When hit enemy or wall, it shoots 6 clouds of falling goo. If all 6 goo clouds hit enemy the Slow will be 30% instead of 5%.

Pyramid Fire
AT = 6-6

AGI = 120-135

Range = 70

Type = Fire

Dropped by = Can't predict yet

Cost = 9000

Note = It is also known as Pyramid's Breath. This is the first orb where STR to add Range is invalid otherwise in VS mode, it be unfair to other players. The only way to add range is to equip a Captulip's Card (up to 150).

Super Explosion 5
AT 15-30

AGI 120-135

Range 80

Type Fire

Bonus AT 15-30

Note: Like the real Explosion 1, but the ball and the explosion is bigger.

Poison 1
AT 5-10

AGI 80-90

Range 90

Type Poison

Bonus AT 1-1

Time 1.0s

Note: The ball that magician shoots is green and when get to the enemy make a small poison cloud.

Hyper Volcano 6
AT 4-8

AGI 120-135

Range 80

Type Fire

Bonus AT 6-10

Note: Like the real Super Volcano 4 but it flies high than it and flies to right and left too, like a real volcano.

Big Thunder Storm 6
AT 1-100

AGI 120-135

Range 90

Type Thunder

Note: Like the real Thunder Storm 2 but with Big Thunders, like Big Thunder 3, shoots 15 Big Thunders and with a Bullet's Card 4 is a good weapon shooting 30 Big Thunders.

Water 1
AT 5-10

AGI 80-90

Range 90

Type Water

Bonus AT 5-10

Note Like the real Explosion 1 but when it touches an enemy it does a small water explosion. The Water type is only used to attack enemies witch water weakness.

Tsunami 2
AT 35-45

AGI 120-135

Range 90

Type Water

Bonus AT 10-15

Note: Like the real Volcano 2 but when it touches an enemy or the land it unleashes a little Tsunami that attacks the enemies in front of it

Red Thunder 5


AT 30-60

AGI 80-90

Range 80

Type Thunder (R)

Note: Works like the real Thunder 1, but its twice as strong and its red !

Another Note: Red Thunder is like regular thunder but MinAT=1/2MaxAT instead of MinAT=1

Red Big Thunder 7


AT 150-300

AGI 80-90

Range 80

Type Thunder (R)

Note: Just like the real Big Thunder 3, but its twice as strong and its red !

Another Note: Red Thunder is like regular thunder but MinAT=1/2MaxAT instead of MinAT=1

??? (?)
AT 1000-1000

AGI 200-200

Range 70

Type ???

Note: This weapon is very strange why the AT and AGI is big, won't have a level, the type and the name are unknown, the enemies in range are strangely attacked without any vestige of an attack, the weapon in the image are invisible and the magician wont have anywhere at your hand in the game. It cannot increase the range (only the catapults card increase, but by 10, 20, 30 and 40 depending the level of the card), cannot decrease the AGI (only quick card, but decrease 5%, 10%, 15%, 20% depending the level of the card) and cannot increase AT (priests aura, critical cards, etc. wont make more AT). Strangely, it can use bullets card to attack the 2 or 3 more next enemies on your range.

Poison Bomb 2
AT 5-10

AGI 120-135

Range 90

Type Poison

Bonus AT 1-2

Time 1.0s

Note: Like the real Volcano 2, but when the ball get to the land, make 10 poison clouds.

Rain 4
AT 15-30

AGI 120-135

Range 90

Type Water

Note: Like the real Thunder Storm 2 and Blizzard 2, it shots 10 drops of water.

Acid Rain 4
AT 3-6

AGI 120-135

Range 90

Type Poison

Bonus AT 2-2

Time 1.0s

Like Rain 4, it shot 10 drops of acid water, but which the green color and have poison capabilities.

Rainbow ball (?)
AT 5000-5000

AGI 500-500

Range 90

Type ???

Note: it is even more powerful than ??? and deals extremely high damage, is able to kill the Submarine Shrine boss in 8 shots. Extremely slow but good to beat out bosses or big enemies. It is extremely rare and it is the last weapon that you can get and even you have only 0.01% chance to get it. You cannot increase the percentage with bronze medals.

Supernova ball (?)
AT 2500-2500

AGI 350-350

Range 150

Type Trinity + Fire + Explosion

KO Chance 35%

Note: This attack is a trinity type, Such the same as lethal, But grants better KO chance.

Another note: This attack is super strong, And because it is the spell of Space and Time, The level will be unknown, Any card or component won't improve this except the Space and Time cards.

Super lightning 6
AT 40-50

AGI 110-110

Range 100

Type Thunder

Note: This attack bounces at 5 monsters at once. If there are less than five, it'll bounce again on another monster.

Another note: If there is only one monster/creature, it will only hit once.

Earthquake 6
AT 100-100

AGI 100-100

Range 80

Type Physical

Note: The cracks could spread and hit underground creatures, if there are any

Clone 7
AT 0-0

AGI ?-?

Range 100

Type Physical

Note: Clones the monster that is the strongest in your range to help attack with you. A sidebar will show up on the screen to show you how much hp he has. If the strongest one is hurt, then your clone will be hurt too.

Another note: You could put your clones in your inventory. AGI is question marked because you could only have one clone at a time.

Flood 7
AT 1-1

AGI ?-?

Range ?

Type Water

Note: Kind of like the attacks on the last level of ???, but this attack fills the whole screen. As soon as you enter the next stage, the magician will start casting. This is a special attack where land creatures will get effected. The sea and air creatures won't get effected. The air creatures could only get effected when the flood fills the whole stage.

Firestorm S
AT 7-9

AGI one per stage

Range INF

Type Fire

Note: Drops three flames out of the sky, and covers the entire screen. The fire lasts until you go to the next sign. 'S' stands for special weapon.

Hail S
AT 9-9

AGI one per stage

Range INF

Type Ice/Freeze

Slow 5% (stacking)

Freeze Time 0.75 Secs

Note: Sends a hailstorm with many hailstones flying from the top of the screen, 70% Ice type, 30%Freeze type. Lasts until a character touches the next sign.

Thundercloud S
AT 1-15 (Thunder)

AT 1-3 (Water)

AGI one per stage

Range INF

Type Thunder/Water

Note: Brews up a Thundercloud on the top of the screen. The Thundercloud throws zillions of thunderbolts and raindrops downwards, with a 50/50 chance of both. Lasts until a character touches the next sign.

Fumes S
AT 1-1

AGI one per stage

Range INF

Type Poison

Bonus AT 1-1

Note: Causes many many small poison clouds to brew all over the screen. Lasts until a character touches the next sign.

Earth 1
AT 5-10

AGI 80-90

Range 80

Type Earth

Grab 5/1

Note: When the Magician is using an Earth 1, it pickups one earth ball from the ground. The color of the ball depends where the Magician are. Earth types have an "Grab", Earth 1 have "Grab 5/1", this means that the Magician can have 5 earth balls around him and he receives 1 ball per time (some weapons may have more than one), the Magician won't need to move and go creating without any enemy in your range of sight. If ave more than one ball around him and he have an enemy at range, him throw all balls at the same time. To add the number of Grab, need to put an Onyx (one jewel created be me). To add the AT of the earth weapon, use an Agate.

Earthquake 2
AT 5-10

AGI 120-135

Range 80

Type Earth

Grab 10/3

Note: It make a little earthquake, who 3 balls flies out of it. If have an enemy on the earthquake, one of the balls can attack him and you only go have 2 balls. If you have 9 balls, the next earthquake will have only one ball to get 10.

Iron Orb 5
AT 90-140

AGI 120-135

Range 100

Type Physical

Note: Other than the beginning weapon, Iron Orb is the only other physical type orb so far. When the enemy is in the magician's range, it will fire one gray ball like the ones Blue X Walkers do like it does firing the real Explosion 1. The ball can penetrate the landscape.

Iron Storm 6
AT 90-100

AGI 150-150

Range 100

Type Physical

Note: Shoots 18 gray balls like that of Iron Orb, down on enemies in its range like the real Thunder Storm 2.

Mine 5
AT 50-70

AGI 50-60

Range 100

Type Physical

Bonus AT 40-50

Note: Shoots a gray X in a arch like pattern to the ground near the enemy. The X acts like mine to the enemies, doing damage if they go through it. The mine stays there for 10 seconds. The main AT is if it hits the enemy o impact to the ground. Attach Guides Card to make it useful against flying enemies.

Ice Mine 5
AT 40-60

AGI 50-60

Range 100

Type Ice

50% cold effect

Note: Just like Mine, except the X is dark blue and it slows down the opponent by 50%. X lasts for 5 seconds

Fire Mine 5
AT 30-50

AGI 50-60

Range 100

Type Fire

Bonus AT 70-70

Note: Just like min except the X is red in color, and does 70 damage as fire damage. X lasts for 5 seconds.

Red Big Thunder Storm 8
AT: 100-200

AGI: 120-135

Range: 90

Type: Thunder (R)

Note: Just like Big Thunder Storm 6, but its twice as strong and its red !

Super Earth 3
AT 10-20

AGI 80-90

Range 80

Type Earth

Grab 6/1

Note: Like Earth 1, but the AT and the max Grab is bigger.

Super Earthquake 4
AT 10-20

AGI 120-135

Range 80

Type Earth

Grab 12/3

Note: Like Earthquake 2, but the AT and the max Grab is bigger.

Meteor Shower 6
AT 30-40

AGI 120-135

Range 90

Bonus AT 2-6

Type Fire

Note: drops 15 red hailstones over a group of enemies that turn into fire when they hit something. Somewhat like the real Blizzard 2 or real Thunder Storm 2.

Icy Wind 6
AT 5-6

AGI 80-90

Range 90

Slow 35%

Type Ice

Note: starts a wind blowing a enemies that will hit repeatedly hit all enemies inside the range of attack. The attack will stay there for a while.

Vesuvius 6
AT 50-60

AGI 80-90

Range 130

Note: shoots a projectile that trails smoke behind it. Shortly after the projectile passes, a wave of red hailstones will drop from the smoke down to the ground. The original projectile will disappear once it reaches the end of its range.

Heat Lightning 6
AT 1-100

AGI 120-135

Range 90

Bonus AT 1-15

Type thunder

Note: 5 lightning bolts appear on the ground pointing up. The lightning bolts reach to a pretty high altitude and constantly do damage to whoever is touching them. They will stay there for a while. Shortly after the lightning bolts appear, 3 large lightning bolts quickly drop from the sky and hit any enemies anywhere near the area where the other lightning bolts already are. It can be considered a cross between Volcano 2 or Super Volcano 4 and Lightning 1 with higher damage.

Wind 1
AT:0-2

Range:10

AGI: 50-60

Type:Wind

Push:10-20

Tornado 2
AT:0-10

Range:10

AGI:20-25

Type:Wind

Push:25-40

Wind Bomb 3
AT:0-50

Range:20

AGI:25-35

Type:Wind

Push:40-50

Super Tornado 4
AT:0-50

Range:25

AGI:100-120

Type:Wind

Push:100-150

Acrtic wind 2
AT: 0-4

Range: 10

AGI: 50-60

Type: Wind, Freeze

Push: 10-20

Freeze time: 0.1s

Arctic tornado 3
AT:0-20

Range:10

AGI: 50-60

Type:Wind, Freeze

Push:25-40

Freeze time: 0.2s

Note: Pierce through 5 enemies.

Arctic wind bomb 4
AT:0-60

Range:20

AGI: 50 - 60

Type:Wind, Freeze

Push:40-50

Freeze time: 0.3s

Note: Explodes into 5 winds.

Arctic super tornado 5
AT:0-70

Range:25

AGI:100-120

Type:Wind, Freeze

Push:100-150

Freeze time: 0.5s

Note: Pierces through 10 enemies. Arctic Wind weapons freezes enemies before pushing them.

Split Orb 9
AT 250-400

AGI 120-235

Range 175

Type Physical

Note: This orb splits into 10 mini orbs a 1 second after it has been fired

Fire and Brimstone S
AT 66-66

AGI one per stage

Range INF

Note: Produces many large-sized fire bolts that pierce the ground; they fly in at an angle from the top of the screen.

Moutain Peak 500
At:10000-90000

AGI:1000-10000

Range:5000

Type:Physical

Laser Orb 70
AT:50-90

AGI: 50-60

Range:Infinite

Type:Physical

Soft Magic 1
At:1-1

AGI: 50-60

Range:0

Type:None

Spawn:Green Roundhead Spider.

Note:If you are one,the first hit is a good monster and is soft.

Triple Ice Meteor 7
AT: 75-125

AGI: 120-135

Range: 90

Type: Ice

Slow 40%

Even though it has a lower damage than the previous Ice Meteor 4, it shoots 3 meteors instead of one. It also has a bigger Slow.

Sticky 1


AT:20-40

AGI: 50-60

Range:20

Type:Sticky

Droped by:Lilac Ball Bouncer

Meteor Shower S
AT: 50-50

AGI: 120-135

Range: 150

Type: Fire

Note: The magician calls a barrage of meteors to fall from the sky and hit enemies. When the comet hits the ground it causes small splash damage similar to the real Explosion 1, but with only 8-16 damage.

Fire Ring 5
AT: 4-8

AGI: 80-90

Range: 100

Type: Fire

Note: A ring of fire explodes from the magician, and the next enemy that touches a flame passes on the ring of fire. Perfect for levels like ??? and Seaside 4.

God's Beam
AT: 3000-7400

AGI: 1200-2000

Range: 120

Type: Thunder

Note: A beam shooting away from the Magician's 2 hands, it is very powerful, in the shop it should be 120,000 dollars.

Meme's Sorcoress Ball S
AT: 12000-35000

AGI:0.001-0.003

Range:5000

Type:Elementary

Extra Ball Damage:2500-3000x200

Special attack: 200,000- Time freeze: 5 Poison DMG: 2500 (10sec)

MP:75000

Note: The most rarest Stick Ranger weapon. No one can't get it from a monster, they could only buy it and with 3 NG! You have to finish off Megaboss, then you can get it from Resort. Plus, without a Critical's Card 4, it still might do +%300 to DMG. When you attack, it will even summon Submarine Shrine Bosses each 5 attacks.

SS boss freeze
Range: 90

AT: 5-5

AGI: 120-135

Type: freeze

Magic attack: freeze for 5 seconds. Freezing stacks.

Watermelon Explosion 7


AT: 20-40

AGI: 80-90

Range: 80

Type: Fire

Bonus AT: 30-50

Note: Essentially an improved Time Explosion orb. Yea, there are really exploding watermelons in reality.

[[File:Gale.png]] Gale 7
AT: 50-65

AGI: 80-90

Range: 150

Type: Wind

Bonus AT: 170 & Pushes all enemies it hits backwards.

MP: 1500

Note: Homes in on enemies when close enough.

Electric Staff 5


AT 1-50

Range 70

AGI 80-90

Type: Thunder

Note: Like the real Staff of Thunder 1 but has super high attack and spikes fall down on each enemy within its range

Ultra Light Staff 5
AT:3-10

Range:50

AGI:40-60

Type:Thunder

Note:Basically, an upgraded High-Light Staff.

Staff of Bullet 5
AT 10-20

Range 70

AGI 80-90

Type: Physical

Note: On the enemy, 2 magenta pellets in the air and reflect if they hit a ceiling of a wall. This weapon should be in the resort junk shop.

Max-Light Staff 7
AT:50-60

Range:200

AGI:30-40

Type:Plasma

Note:The max upgraded Light Staff.

Frozen Staff 5
AT 15-20

Range 70

AGI 80-90

Bonus Freeze 0.7 sec

Staff of life 7
Creature AT 40-50

Create Range 150

Creature Range 60

Create AGI 180-200

Creature AGI 12-18

Type: Create

Creature Type: Physical

Note: Like Life 7 but It creates a Red-Orange Roundhead Snake and it looks like an enemy but is not. This staff is rare.

War Staff 6


AT 50-50

AGI 80-90

Range 50

Type Physical

Note: Like the real Combat Staff 4, but with the double the attack.

Water Staff 1


AT 5-10

AGI 80-90

Range 70

Type Water

Note Its a normal staff but with the Water type.

Quick Staff 1


AT 5-5

AGI 5-5

Range 50

Type Physical

Note:Is a very fast Staff but the AT is very low, but its really strong, cause its fast.

Staff of Virus 2


AT 2-4

Range 70

AGI 80-90

Type: Virus

Bonus Time (0.4 sec)

Germ Staff 4


AT 8-12

Range 70

AGI 80-90

Type: Virus

Bonus Time (0.6 sec)

Bright Staff 5
AT 15-15

AGI 70-80

Range 80

Type Thunder

Note:Like the real Staff of Light, but has larger and splitting attacks. It also has less AGI.

Staff of Strength 1


AT 0-0

AGI 0-0

Range 70

Type Support

Note: Although it does not attack on its own, but it increases the Aura of AT by 25%

Staff of Dexterity 1


AT 0-0

AGI 0-0

Range 70

Type Support

Note: Although it does not attack on its own, but it increases the Aura of DF by 12.

Staff of Life 1


AT 0-0

AGI 0-0

Range 70

Type Support

Note: Although it does not attack on its own, but it increases every character's LP by x1.5 within range (not only increases MaxLP, but also refills). However, it halves the equipped Priest's LP.

Staff of Agility 1


AT 0-0

AGI 0-0

Range 70

Type Support

Note: Although it does not attack on its own, but it halves the AGI of every character within range.

Staff of Righteous 5
AT 40-50

AGI 50-60

Range 100

Type Darkness

Bonus AT 30-40

Staff of Heal 1
AT 0-0

AGI 250-250

Range 70

Type Support

Note: Although it does not attack on its own, but it heals 10 LP every 5 seconds for every character within range.

Staff of Range 1
AT 0-0

AGI 0-0

Range 100

Type Support

Note: Although it won't attack, it adds 20 range to every character within range.

Staff of magic 1
AT 0-0

AGI 0-0

Range 100

Type support

Note: It increases MAG by 5, it can increases the MAG value by spending SP onto MAG or adding a blue stone or a black stone.

Staff of Time 5


AT 5-10

AGI 1000-1000

Range 70

Type Time

Bonus AT -50% enemy speed for 5s

Note: Slows the enemy down, along with its AGI.

Another Note: Time type weapons will act like ice or freeze, for in case the characters deal with an ice resistant enemy. Will not affect bosses.

Iron Combat Staff 5
AT 100-100

AGI 130-130

Range 50

Type Physical

+10% AT aura

Note: Combat type staff, extreme damage, slow AGI, but +10% AT Aura. Good with supporting melee or ranged when not attacking. Attaching Catapult's Card 4 is recommended.

Pulse Staff 7
AT 35-50

AGI 80-90

Range 70

Type Sound

Note: Summons 9 wave attacks of sound that pierce landscape and enemies but have limited fly-out range. The sound type is like physical but there are (and will) be no sound resistant or sound immune enemies.

Wind staff 1
AT:0-1

AGI:80-100

Range:70

Type:Wind

Push:2-10

Long Steel Staff 6
AT - 20-25

AGI - 80-90

Range - 170

Type: Physical

Dropped by: Blue Fairy Dragon (Beach 2)

Staff of Plague 8
AT - `15-20

AGI - 80-90

Range - 115

Type - Poison

Dropped by - White X Eel (Swamp 4)

Staff of Trakage 7
AT:40-50

AGI:60-70

Range:500

Type:Iron

Dropped by:Red Smiley Snake(Mine 1)

Heated Staff 7
AT - 20-60

AGI - 80-90

Range - 100

Type - Fire

Dropped by - Orange X Cactus(Outback 2)

Note - This staff releases red pellets which turn into flames when they hit the ground from the attack

Meme's (Mage's?) Staff
AT: 450-1200 AGI: 200-300

Range: 115

Type: Elementalinary

Extra DMG from power ball: 100-125 x5

Note-This staff is some fo the best staffs of stick ranger, This is really rare and might kill Iceberg dungeon boss, plus, it can heal. People will buy this without an NG, but it will be costed for 200,000,000 $.

Rainbow Staff 6


AT: Fire: 8-9, Thunder: 1-50, Ice: 20-25 (Slow 15%), Poison: 1-1 (1s)

AGI: 80-90

Range: 80

Type: Fire Thunder Poison Ice

Note: Attack type alternates from the 4 types. Also has a slight range improvement.

Minigun
AT 10-20

Range 70

AGI: 2-4

Type: Physical

Note: This gun has the lowest AGI in the entire game as it does 10-20 damage every 1/5 of a second

Bayonet 5
AT 1:10-20

AT 2:30-50

Range 1:100

Range 2:5

AGI 1:3-5

AGI 2:30-50

Type 1:Fire

Type 2:Physical

Note 1:1 are the Gun, 2 are the Sword.

Note 2:Release a pellet that when a enemy touch it, it explode with 10 heats.

Chain Gun 5


AT 20-40

Range 100

AGI 3-3

Type: Physical

$$ 25

Note: Like the real Submachine-gun 1 and Uzi but the AGI is very low (even lower equipped with a Quicks Card 4 to Become AGI 2-2) but you lose lots of Gold if you Don't have enough Magic.

Mega Chain Gun 7


AT 30-60

Range 180

AGI 2-3

Type: Physical

$$ 35

Auto-Chain Gun 9


AT 40-80

Range 250

AGI 2-2

Type: Physical

$$ 50

Ray Gun 5
AT 50-150

Range 200

AGI 1-150

Type: Thunder

$$ 50

Note: It shoots a yellow laser with super low min AGI and super high max AGI.

Loaded Ray 7
AT 150-200

Range 250

AGI 1-150

Type: Thunder

$$ 90

Bonus AT 33-77

Note: Bonus AT added to deal with grouped enemies.

Nuke 5
AT 250-300

Range 80

AGI 170-190

Type: Fire

$$ 120

Bonus AT 1-100

Note: Like Missile 5 but bullet shoots straight, its red and 3 large fire clouds to deal with grouped enemies the clouds will disappear in 0.7 seconds so the large clouds give no damage until they disappear like the White Boss Vampire Fish shock attack.

Laser Shotgun 5
AT 30-40

Range 70

AGI 50-60

Type: Fire

$$ 20 per bullet

Note: It shoots 3 lasers spreading wide. adding a Guide's Card will help follow the enemy. Adding a Bullet's Card will increase the amount of bullets shot.

Laser Beam Shotgun 7
AT 40-60

Range 70

AGI 60-70

Type: Fire

$$ 25 per bullet

Note: It releases 5 lasers spreading wide. This gun can give extreme damage to enemies when you add a Guide's Card and a Bullet's Card.

Rocket 6


AT 150-200

Range 130

AGI 80-90

Type Physical

Bonus AT 80-100

$$ 80 or more

Note: Like the real Bazooka 2 and Cannon 4 but the bullet lasts longer, shoots faster and is straight

Flame Thrower 7
AT 1-3 (Fire)

Range 40

AGI 1-1

Type: Fire

$$ 1

Note: It shoots intense flames like the Pyramid Boss.

Iron Bullet Gun 5


AT 100-150

AGI 70-80

Range 60

Type Physical

$$ 40

Note: It AT is very high because of it's iron bullet

Another Note: It pic looks like the original gun, need another pic to make it again

Scope 5
AT 40-50

Range 80

AGI 50-60

Type Thunder

$$ 45

Note: It creates 3 yellow Balls, Also recommended to add a Topaz 4.

Gold Bullet Gun 7


AT 150-200

AGI 100-110

Range 60

Type Physical

$$ 80

Note: Like Iron Bullet Gun but the AT, the AGI and the usage cost are bigger than it.

Diamond Bullet Gun 9


AT 250-375

AGI 150-175

Range 50

Type Lethal

Bonus AT 20-30

KO rate 2%

$$ 135 (could be more)

Note: Shoots a diamond bullet that is capable of penetrating through up to 10 enemies. When it hits an enemy, it sends out 5 shards in which can hit the enemy. With some luck, a shard can KO an enemy in 2% of chance.

Another note: Lethal type is similar to Physical, but it can also KO an enemy with a certain chance. To increase KO rate, the lethal weapon should be equipped with "Tiger's eye" to increase 1% per level. KO cannot work on bosses. Instead, it will do 999 damage (But Aura (AT) and/or Critical's Card is ineffective for this).

Tip: It is rare because it is powerful. You can find it easily if using a bronze medal,and Blue stone 4 for making less $$ use.

Ice Gun 2
AT 5-10

Range 60

AGI 50-60

Type: Ice

Bonus AT 2-4 (Slow Main 30% Bonus 20%)

$$ 20

Note: It shoots 10 tiny spikes any direction, fall to the ground and one spike a little bigger and shoots straight.

Icicle Gun 4
AT 24-36

Range 60

AGI 50-60

Type: Ice

Ice AT 5-10 (Slow Main 30% Bonus 25%)

Note: Like Ice Gun 2 but the 12 tiny spikes bounce when hitting the ground and eventually disappears.

Ice Beam Gun 6
AT 50-75

Range 80

AGI 50-60

Type: Ice

Bonus AT 8-16 (Slow Main 35% Bonus 25%)

Note: Like Ice Gun 2 and Icicle Gun 4 but the tiny 15 spikes still spread out a little but they shoot straight like the main spike.

(A)
AT 6-12 (Main bullet)

Range 100

AGI 70-80

Type: Fire, Thunder

Bonus AT 2-4 Fire Laser AT 5-15

Thunder Laser AT 15-20

$$ 20

Note: It shoots multiple different bullets in one shot. Shoots 1 bullet and 2 lasers (one red and one yellow).

(B)
AT 5-10 (Main Bullet)

Range 100

AGI 70-80

Type: Fire, Thunder

Bonus B-B bullet AT 2-4, Red Laser AT 5-10, Tase drop AT 1-2

$$ 25

Note: It also shoots multiple different bullets in one shot. Shoots 3 B-B bullets (sereded (?) directions), Fire Laser (Like in Multi Gun (A) 2 (but with lower max AT). And a tase drop shooting down 15 pellets spreading a little. This Multi Gun accepts Bullet's Card because of tase drop and B-B bullets.

(C)
(If you (Speddos?) want to make a another Multi Gun of the Multi Gun series then fill this in and erase this message) lolno

AT: 0-0.00001

Range: -50

AGI: 700-9001

Type: Sped

Bonus: None

$$: 2

Note: Speedos got died. :oD

(A)
AT 24-36 (Main bullet)

Range: 150

AGI 70-80

Type: Thunder, Fire

Bonus Fire Laser AT 15-25, Thunder Laser AT 40-60

$$ 35

Note: Like Multi Gun (A) 2 but the Fire Laser Moves slower to give more damage and Thunder Laser moves faster.

(B)
AT 25-30

Range 120

AGI 70-80

Type: Thunder, Fire

Bonus Fire Laser AT 15-20 B-B bullet AT 5-10 Tase drop AT 1-4

$$ 45

Note: Like Multi Gun (B) 2 but fire laser shoots slower like Super Multi Gun (A) 4, 5 B-B bullets are shot and the 20 tases are mines and spread out more.

(C)
(If you want to make another Super Multi Gun of the Super Multi Gun Series like what you (Speddos?) did on Multi Gun (C) 2 if you did then fill this in and erase this message). W H A T P U M P K I N ?

AT: 1-2

Range: 20

AGI: 3400000-870000000

Type: Idiot

Bonus: IDIOT HAS NO BONUS

$$ -50

Note: you know what just (beep) you (beep) you all

(A)
AT 50-70 (Main Bullet)

Range 200

AGI 70-80

Type: Thunder, Fire

Bonus Fire Laser AT 30-45 Thunder Laser AT 80-120

$$ 60

Note: Like Mulit Gun (A) 2 and Super Multi Gun (A) 4 but 2 fire lasers are shot and move even slower. (Ultimate Multi Gun (B) 6 coming soon).

(B)
AT 45-60 (Main Bullet)

Range 150

AGI 70-80

Type: Thunder, Fire

Bonus Fire Laser AT 25-40 B-B bullet AT 8-16 Tase drop AT 1-7

Note: Like Multi Gun (B) 2 and Super Multi Gun (B) 4 but 2 fire lasers are shot and moves even slower. Laser bullet can increase with a Bullet's Card 3 or higher. The 8 B-B bullets shoot less spreaded and 25 tase drops bursts like a mini explosion and mines are bright peach color.

(C)
(If you (Speddos?) want to make another Ultimate Multi Gun of the Ultimate Multi Gun Series like what you did on Multi Gun (C) 2 and Super Multi Gun (C) 4 if you did then fill this in and erase this message). He ain't coming back.

AT: G

Range: O

AGI: O

Type: D

Bonus B

$$ Y

Note: E

Laser Strike 2
AT 2-4

Range 60

AGI 130-150

Type: Fire, Thunder

Bonus AT 2-4

Air Strike 5
AT 30-60

Range 100

AGI 130-150

Type: Physical

$$ 10 per bullet

Note: On the gun it creates a large mine disappearing instantly showing a sign that 10 bullets fall down from the sky. This gun is similar to Missle 5 but is seperated to 10 bullets. Bullet's Card 4 valid doubling the bullets up to 20. Guide's Card will help too.

Burst Shotgun 5
AT 24-36

Range 80

AGI 80-90

Type: Fire

$$ 30 per bullet

Bonus AT 16-24

Note: A mix of the real Remington, Grenade Launcher, Cannon and Laser Beam Gun. It releases 4 long bullets, shooting in random directions just like the real Remington but bullets a bit slower and releases 2 Heats, to give extra damage and to damage groups.

Flame-Thrower 6
AT 5-6

AGI 20-30

Range 60

Type Fire

$$ 20

Note: It which the name speak is a flame-thrower. When attack it shot a fire, like fire rise 3. Is good equip a garnet and a ruby to be more good.

Trinity Blaster 9
(A.k.a. The King of all Guns)

AT 120-150

AGI 60-80

Range 75

Type Trinity

Bonus AT 20-90

KO rate 30%

$$ 110

Note: AGI will not decrease by the reason: Weapon too strong

Another Note: Trinity is the same as Lethal, But grant better KO rate, Trinity cannot equip components.

Sniper Laser 5


AT 16-24

AGI 5-10

Range 120

Type Fire

$$ 25

Note: Great for taking out mob of weak enemies. Laser appearance are the same as Laser Beam Gun 4. The bullet travels as fast as the real Thunder Spear 4. Can be considered a fusion of both the real Sniper Rifle 3 and Laser Beam Gun 4 except the beam doesn't penetrate. It is a good idea to put a Catapult's Card and a Guide's Card compos.

Flame Cannon 8
AT 3-4

AGI 5-5

Range 70

Type Fire

Bonus AT 3-4

$$ 15

Note: This is basically an upgraded version of the Flame-thrower 6.

Note: The flames travel in a straight direction. When it hits an enemy, it goes through it and can hit another one. It doesn't pierce terrain.

Tornado Gun 1
AT 0-6

AGI 1-1

Range 50

Type Wind

$$ 5

Push:5-20

Freezing Laser Gun 3


AT: 4-6

AGI: 20-30

Range: 50

Type: Freeze

Freeze Time: 0.3s

$$: 25

Like the real Laser Gun 2 but with half the damage but it can freeze enemies. It is useful to have a Diamond 4 and Quick's Card 4 but Guide's Card 4 is also useful.

Freezing Laser Beam Gun 5


AT: 8-12

AGI: 20-30

Range: 50

Type: Freeze

Freeze time: 0.4s

$$ 40

5-Round Burst 7
AT 36-48

AGI 20-30

Range 60

Type Physical

$$ 15 per bullet

Note: Like the real 3-Round Burst 5, but has more AT and 5 bullets.

MP5 5


AT: 24-36

AGI: 5-10

Range: 60

Type: Physical

$$ 20

Note: A stronger version of the real Uzi 3 and the Submachine-gun 1.

Sonic Laser 8
AT:1-2x100

AGI:40-50

Range:10

Type:Physical

$$:60-70

Homing Sniper Sonic Laser Beam S
AT:0-1x10000

AGI:30-100

Range:2

Type:Physical

$$:100000

Note: Best Gunner weapon!

Homing Laser Cannon 6
AT - 24-36

AGI - 20-30

Range - 60

Type - Physical

$$ - 50

Sniper Homing Laser 6
AT:50-70

AGI:10-30

Range:50

Type:Thunder

$$:60-70

Water Gun 2


AT:4-10

AGI:3-4

Range:100

Type:Water

$$:0

Plasma Homing Laser 9
AT:100-170

AGI:0

Range:infinite

Type:Plasma

Note:Immediatelly touch the enemy, but dont pierce walls.

100 Round-Burst 9
AT 1-2

Range 80

AGI 50-60

Type: Physical

$$ 1 per bullet

Note: Super strong

Dartgun 7
AT - 5-5

Range - 135

AGI - 15-20

Type - Physical

$$ - 5 per bullet

Note - Shoots projectiles in groups of 15.

Posion Dartgun 9
AT - 10-10

Range - 135

AGI - 15-20

Type - Poison

$$ - 15 per bullet

Note - Junkyard weapon. Shoots projectiles in the same fashion as the Dartgun.

Charger 7
AT: 300-550 Range: 200

AGI: 200-210

Type: Thunder

$$- 150 (1 charge beam)

Shot Blast 5
AT: 1-60

Range: 150

AGI 90-105

Type: Fire

$$ 50

Bonus AT 1-3

Note: Well, this weapon acts very similar to the Castle Boss' pellets but of course, no gigantic arrows. This weapon shoots pellets in the air like the boss. This weapon has also 50% more bullet than the real Remington 3. However the flame that comes out of each bullet is extremely weak, same attack as the castle bosses flame except the max AT is a little higher. Recommended to add a Ruby for the Flame.

Flechette 5
AT: 1-60

Range: 50

AGI: 50-60

Type: Physical

$$ 40

Note: Just like the Shotgun and Remington but shoots 10 pellets and has 10 guide length. Adding a Bullets Card lv 3 or higher will be recommended. a Red or Yellow Crystal can give it an extra boost.

RPG-7


AT: 400-550

AGI: 200-250

Type: Physical

$$: 150

Bonus AT: 60-80

Note: VERY powerful and costly.

Railgun 10-S

AT: 500-1000

Range: 160

AGI: 200-250

Type: Thunder

$$: 175

Bonus AT: 75-100

This gun shoots a bullet that travels the fastest of any weapon. It leaves a thunder trail that does damage rapidly to enemies in contact. This is the most powerful gun in the whole game.

Dropped by: Crater Boss (Crater)

Fire Flail 5


AT 5-18

Range 40

AGI 15-20

Type: Fire

MP 80

Bonus AT 10-15

Note: Like the real Fire Whip 1 and Fire Chain 3 but the flames fly in the air.

Long Iron Flail 5


AT 50-70

Range 45

AGI 15-20

Type: Physical

MP 0

Note: Its the longest whip among all (real) whips.

Thunder Flail 5


AT 5-20

Range 40

AGI 15-20

Type: Thunder

MP 140

Bonus AT 1-111

Note: Like the real Thunder Whip 1 and Thunder Chain 3 but contains explosion damage so that it is effective on grouped enemies not like the other two.

Ice Flail 6


AT 6-21

Range 40

AGI 15-20

Type: Ice

MP 110

Bonus AT 50-60 Slow 25%

Note: Like the real Ice Whip 2 And Ice Chain 4 but arrows hit the enemy right away so the main enemy your attacking gets the effect.

Thorn Flail 6


AT 6-22

Range 40

AGI 15-20

Type: Physical

MP 150

Bonus AT 22-33 Guide Range 15

Note: Like the real Thorn Whip 2 and Thorn Chain 4 But has guide length so even less needles will miss

Poison Flail 6


AT 6-23

Range 40

AGI 15-20

Type: Poison

MP 220

Bonus AT 3-3 (4 sec)

Explosion Flail 6


AT 6-24

Range 40

AGI 15-20

Type: Fire

MP: 260

Bonus AT 100-120

Stone Cat O Nine Tails 7


AT 7-25

Range 40

AGI 15-20

Type: Physical

MP 80

Bonus AT 45-75

Note:It gives more powerful peebles than Stone Flail and now Lv 7 & up weapons will now have 5 bullets min.

Fire Cat O Nine Tails 7


AT 7-26

Range 40

AGI 15-20

Type: Fire

MP 100

Bonus AT 15-25

Note: Same effect as the real Fire Chain 3.

Long Iron Cat O Nine Tails 7


AT 80-140

Range 48

AGI 15-20

Type: Physical

MP 0

Note: Is the longest whip among all whips.

Thunder Cat O Nine Tails 7
AT 7-28

Range 40

AGI 15-20

Type: Thunder

MP 160

Bonus AT 1-149

Ice Cat O Nine Tails 8
AT 8-29

Range 40

AGI 15-20

Type: Ice

MP 140

Bonus AT 70-100 Slow 30%

Note: Same Effect as Ice Flail 6.

Thorn Cat O Nine Tails 8
AT 8-30

Range 40

AGI 15-20

Type: Physical

MP 180

Bonus AT 30-45 Guide Range 20

Note: More than likely no needles will miss and shoots straight.

Poison Cat O Nine Tails 8
AT 8-31

Range 40

AGI 15-20

Type: Poison

MP 260

Bonus AT 4-4 5 (sec)

Explosion Cat O Nine Tails 8
AT 8-32

Range 40

AGI 15-20

Type: Fire

Bonus AT 120-150

Note: This whip makes a star explosion

Flame Chain 5


AT 5-17

AGI 15-20

Range 40

Type Fire

Bonus AT 3-9

MP 150

Note: Like the real Flame Sabel 4, it when get the MP full, do a fire flying out of the whip. It starts (if you wont have DEX) shooting 5 homing fires, having more DEX will shoot more homing fires.

Freeze Chain 5


AT 5-18

AGI 15-20

Range 40

Type Freeze

Bonus AT 10-20 (Freeze time 0.1s)*

MP 100

Note: When the MP get to max, it shots 10 homing freeze arrows that if one attack of the arrow inflict the enemy, it will be frozen for 0.1 seconds, but if at that time another arrow touch him, it will be frozen by 0.2s. If all 10 freeze arrows inflict the enemy, it will stay frozen for 1.0s. Is good add a very big amount of DEX to the whipper.

Tesla Chain 5/Lightchain 5


AT 5-19

AGI 15-20

Range 40

Type Thunder

Bonus AT 1-17

MP 200

Note: Special attack lights the whip, just like the real Lightsaber 2/4. The magic attack affects both the tip of the chain and the body (the chain itself).

Another note: the number of "lightchains" [like Lightsaber 4, but when the MP get to max, make the whip format (the lightsaber is the same, but witch the format of the sword)] is changed by the DEX (it starts witch 10 lightchains appearing from the whip)

Steel Flail 5


AT 35-55

AGI 25-35

Range 35

Type Physical

Note:Tier 5's physical whip, the steel flail.

Another note: Shorter and slightly slower but packs a huge punch.

Fire Flail 5


AT 25-40

AGI 25-35

Range 35

MP 90

Type Fire

Bonus AT 5-10

Note:Flings fire up into the sky that lands in random places.

Blizzard chain 5


AT: 4-13

AGI: 15-20

Range: 40

Type: Ice

MP: 190

Bonus AT: 10-20 (Slow: 20%)

When MP get full, it release an explosion of 20 hailstones. It is useful to equip a Bullet's Card 4 to double the amount of hailstones to 40. Also an Aquamarine 3 can be useful.

Wave chain 5
AT: 5-15

AGI: 15-20

Range: 40

Type: Thunder

MP: 170

Bonus AT: 10-20

When MP get full, it releases a barrage of 25 waves in a circular fashion. A Bullet's Card 4 can be very useful as it double the amount of waves to 50 and a Topaz 3 to increase the damage of the waves.

Mach Flail 7
AT:50-100

AGI:1-1

Range:6

Type:Fast

Mist Chain 4
At:40-60

AGI:50-90

Range:1000

Type:Mist

Multi Flail 6
AT: 5-17

AGI: 15-20

Range: 40

Type: Physical

Note: This whip has 3 chains

Star Whip 2


AT: 10-12

Magic Attack: 5-20

AGI: 30-40

Range: 60

Type: Star

Dropped by: Tan Star Dragon

[[File:Fire_star_whip.png]] Fire star whip 3
AT:11-13

Magic Attack: 6-21

AGI:40-50

Range:65

Type:Star

Dropped by

Tan Star Wheel

Sonic Flail 6
AT: 40-60

AGI: 10-15

Range: 40

Type: Physical

Note - Faster than other whips and creates a cloud for splash damage, similar to the real Sonic Punch 2.

Thorn Lance 8
AT: 20-25

AGI: 15-20

Range: 40

Type: Physical

Note - Releases 40 homing needles that go outward.

Iron Slice Chain 7
AT:40-80

AGI:30-40

Range:80

Type:Physical

Note: Releases 5 arrows when it touches enemies or the ground.

[[File:RainbowFlail.png]] Rainbow Flail
AT:6-24

AGI:15-20

Range:40

Type:Fire Ice Thunder Poison

Bonus AT: Fire: 8-12x4, Ice: 40-60x5 (Slow 20%), Thunder: 1-99x5, Poison: 4-4x5 (3s)

MP: 300

Note: Special effect alternates.

Bee Whip 2

 * AT:20-30
 * ATX:30
 * Range:300
 * Type:Bee
 * MP:13
 * Note:This can also used by pet that have bee type.

[[File:Plasma_Whip.png]] Plasma Whip 6
AT: 13-26

AGI: 15-20

Range: 40

Type: Thunder.

Bonus AT: Thunder 20-99 x 4

MP: 350

[[File:Snow_Way_Supering.png]] Snow Way Bleed-Ring SSS

 * AT:60-70
 * Range:60-100
 * Type:Spirit
 * Type AT 1:20-30 every second
 * MP:40
 * Type AT 2:50-60
 * Note:IN THE 10 BEST SPIRIT WEAPONS!

[[File:Freeze_Ring_2.png]] Freeze Ring
AT: 4-6

Range: 60

AGI: 20-30

Type: Freeze

MP 90

Bonus AT 20-30 (0.3 sec)

Note: Releases 4 waves going directly to the enemy upon full MP.

Double Ring 2
AT: 8-15

Range: 60

AGI: 20-30

Type: Physical

Note: Shoots 2 rings without having to add DEX.

Explosion Ring 2
AT: 4-6

Range: 60

AGI: 20-30

Type: Fire

MP: 140

Bonus AT: 15-20

Note: Releases 4 ovals similar to the Explosion Whip 2 and lasts for 1.2 secs upon full MP.

Freeze Halo 4
AT: 8-10

Range: 60

AGI: 20-30

Type: Freeze

MP: 150

Bonus AT: 35-50 (0.4 sec)

Note: Releases 5 Freeze attacks upon full MP.

Double Halo 4
AT: 30-50

Range: 60

AGI: 20-30

Type: Physical

Poison Ring 1


AT: 3-4

Range: 60

AGI: 20-30

Type: Poison

MP: 80

Bonus AT: 1-2 (1.5 sec)

Note: Releases 3 poison Clouds upon full MP.

Poison Circle 3
AT: 7-8

Range: 60

AGI: 20-30

Type: Poison

MP 120

Bonus AT: 3-4 (2 sec)

Note: Releases 4 poison clouds upon full MP. This Halo is a stronger version of Poison Ring 1.

Virus Ring 2
AT: 4-6

Range: 60

AGI: 20-30

Type: Virus

MP: 100

Bonus AT: 10-20 (1 sec)

Note: Releases 2 spikes Turning into virus clouds (when hits enemy or terrain) upon full MP.

Virus Circle 4
AT: 8-10

Range: 60

AGI: 20-30

Type: Virus

MP: 170

Bonus AT: 20-40 (1.3 sec)

Note: Releases 3 lasers Turning into Virus clouds upon full MP.

Stone Ring
Lv: 2

AT: 4-6

Range: 60

AGI: 20-30

Type: Physical

MP: 120

Bonus AT: 10-15

Note: Releases 12 pellets exploding up in the air upon full MP. The pellets also like the Spark Glove 2 and the Shotgun 2, the Pellets reflect off terrain instead of dissapearing.

Stone Circle 4
AT: 8-10

Range: 60

AGI: 20-30

Type: Physical

MP: 200

Bonus AT: 25-40

Note: Releases 25 pellets exploding up in the air upon full MP. The pellets also like the Spark Knuckle 4 and the Automic Ray 5, the pellets bounce off terrain instead of dissapearing.

Rings 2
AT: 10-15

Range: 60

AGI: 20-30

Type: Physical

MP: 70

Bonus: Extra Rings

Note: It creates 4 extra rings upon full MP.

Blaze Chak-Ram 5
AT: 10-12

Range: 60

AGI: 20-30

Type: Fire

MP: 450

Bonis AT: 10-15

Note: It creates 20 ovals that guide into the enemy upon full MP. Each oval lasts for 3 sec's. A Garnet would increase the time.

Charge Chak-Ram 6
AT: 9-10

Range: 60

AGI: 20-30

Type: Freeze

MP: 550

Bonus AT: 50-100 (Time 0.1 sec)

Note: Like Charge Circle 4 but does not have a wide range attack and is freeze type, allowing enemies to freeze. A Diamand would really help.

Charge (???) 8
AT: 11-12

Range: 60

AGI: 20-30

Type: Poison

MP: 700

Bonus AT: 10-10 (0.3 sec)

Note: This (???) is poisonous. It can kill enemies really quick. Having a Prediot, Emerald or a Catapult's Card is highly recommended to make this weapon moore useful. The reason the title is Charge (???) 8 is because i don't know what Ha55ii wants to name it.

[[File:Toxic_Gyro.PNG]]Toxic Gyro 7
AT: 15-18

Range: 70

AGI: 19-29

Type: Poison

MP: 680

Bonus AT: 10-10 (1.2 sec) (Poison)