About[]
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 Studs | 7 | 11-22 | 18-34 | 15 | Fire | 50 | 16-18 | 3 | (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 | 7 | 90-130 | 18-34 | 15 | Physical | (Crater 1) |
2000 | |||||
Crystal Studs | 7 | 11-22 | 18-34 | 15 | Poison | 50 | 6-6 (0.3s) | 1 | (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 | 7 | 11-22 | 18-34 | 15 | Ice | 80 | 30-60, Slow 20% | 4 | (Seabed 4) |
2250 | ||
Note: Creates 4 sparks upon full MP that bounce off terrain, but do not pierce enemies. | ||||||||||||
Charged Studs | 8 | 12-24 | 18-36 | 15 | Thunder | 160 | 1-20 | 20 | (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 | 7 | 140-180 | 20-30 | 30 | Physical | (Seabed 2) |
1875 | |||||
Note: Deals lower damage than the GreatSword, but this is made up for by its intrinsic 10% block rate. | ||||||||||||
Cold Gladius | 7 | 25-25 | 20-30 | 30 | Ice | Slow 3%-39% | (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 | 7 | 25-25 | 20-30 | 30 | Poison | 80 | 4-6 (1s) | 2 | (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 | 7 | 25-25 | 20-30 | 30 | Thunder | 40 | 1-500 | 1 | (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 | 8 | 30-30 | 20-30 | 30 | Fire | 300 | Ball: 0-0 gas cloud: 30-50 |
1 | (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 | 7 | 58-76 | 4 | 30-40 | 100 | Physical | (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 | 7 | 16-24 | 1 | 30-40 | 100 | Fire | 50 | Arrows: 13-30 Heat Clouds: 7-13 |
2 | (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 | 7 | 16-24 | 1 | 30-40 | 100 | Thunder | 55 | 1-111 | (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. | |||||||||||||
Nonuple Graphene Arrow | 7 | 30-40 | 9 | 30-40 | 100 | Physical | (Seabed 4) |
2250 | |||||
Note: The fired arrows reflect off terrain. | |||||||||||||
Radioactive Shot | 8 | 24-32 | 7 | 30-40 | 100 | Poison | 50 | 6-6 (0.3s) | 1 | (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 | 15-30 | 3 | 80-90 | 60 | Ice | Slow 30% | (Seabed 1) |
1875 | |||
Note: 3 ice clouds appear at the enemy's location, damaging the enemy continuously for 1s. | ||||||||||||
Arcane Beam | 7 | 1-750 | 1 | 80-90 | 90 | Thunder | (Seabed 3) |
2000 | ||||
Note: This weapon fires a fast homing laser towards enemies. The lasers do not pierce terrain. | ||||||||||||
Burn | 7 | 6-11 | 30 | 80-90 | 30 | Fire | (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 | 7 | 16-24 | 5 | 80-90 | 90 | Fire | (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 | 8 | 12-18 | 42 | 120-135 | 90 | Physical | (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 | 2 | 0 | 500 | Max LP of surrounding characters +70%, Max LP of wielder -30%, +1 LP recovery to each attack | (Seabed 2) |
- | 1875 | ||||
Note: Has the highest range of all staves in-game. | |||||||||||
Staff of Magic | 2 | 3-12 | 1 | 80-90 | 110 | Physical | MAG of surrounding characters +33% | (Seabed 3) |
2000 | ||
Note: Unlike the MAG Staff 1, this weapon allows the priest to deal some damage as well. | |||||||||||
Staff of Dexterity | 2 | 10-10 | 1 | 80-90 | 70 | Physical | DEX of surrounding characters +33% | (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 | 2 | 8-24 | 1 | 80-90 | 70 | Physical | STR of surrounding characters +33% | (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 | 8 | 10-24 | 1 | 80-90 | 60 | Physical | MAG, DEX, STR, LP of surrounding characters +12% | (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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Golden Gun | 7 | 200-300 | 1 | 50-60 | 60 | Physical | 25 | (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 | 7 | 32-48 | 1 | 20-30 | 120 | Fire | 50 | (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 | 7 | 120-120 | 1 | 50-60 | 60 | Mute | 0.6s | 40 | (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 | 7 | 50-150 | 1 | 80-90 | 50 | Poison | 5-5 (1s) | 6 | 50 | (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 | 8 | 149-299 | 1 | 40-60 | 50 | Thunder | 50 | (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 | 7 | 8-26 | 18-20 | 45 | Fire | 100 | 10-13 | 12 | (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 | 7 | 8-27 | 18-20 | 45 | Thunder | 180 | 1-125 | 7 | (Seabed 3) |
2000 | ||
Note: 7 homing waves (with zero DEX) are shot from the whip upon full MP. | ||||||||||||
Dual Coil | 7 | 60-120 | 9-10 | 45 | Physical | (Rocky Road 1) |
2125 | |||||
Note: The Whipper is able to hit enemies twice as fast with weapon. | ||||||||||||
Ice Coil | 7 | 8-28 | 18-20 | 45 | Ice | 150 | 60-70, Slow 25% | 7 | (Cliff Shadows) |
2250 | ||
Note: On full MP, 7 slowing snowflakes are launched in the air. The snowflakes home towards enemies. | ||||||||||||
Coil Zero | 8 | 10-29 | 18-20 | 45 | Freeze | 150 | 100-120 (0.5s) | 3 | (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 | 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 | (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 | 7 | 9-11 | 20-30 | 60 | Ice/Fire | 150 | Ice: 5-10 (Slow 20%) Fire: 20-40 |
Ice: 30 Fire: 30 |
(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 | 7 | 9-11 | 20-30 | 60 | Ice/Physical | 120 | Ice: 40-40 (Slow 30%) Physical: 90-160 |
Ice: 4 Physical: 4 |
(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 | 7 | 9-11 | 20-30 | 60 | Fire/Lightning | 200 | Fire: 30-40 Lightning: 1-199 |
Fire: 20: 20 Lightning: 20 |
(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 | 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 |
(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. |
List of saws[]
Icon | Weapon | LV | AT | AGI | Range | Type | Bonus AT | Fuel | Operation time | Dropped by | Buy | Sell |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Chilled Hacksaw | 7 | 4-4 | 5-5 | 15 | Ice | Slow 30% | 600 | 1:00 | (Seabed 1) |
- | 1875 | |
Spark Hacksaw | 7 | 4-4 | 5-5 | 15 | Thunder | 1-19 | 300 | 0:30 | (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 | 7 | 8-8 | 15-20 | 15 | Mute | 6s | 60 | 0:18-0:24 | (Rocky Road 2) |
- | 2125 | |
Note: When equipped, the critical chance of the Lumberjack increases to 10%. | ||||||||||||
Cyclone Hacksaw | 7 | 4-4 | 5-5 | 15 | Physical | Knockback 6 Stone: 30-30 ×3 |
450 | 0:45 | (Seabed 5) |
- | 2250 | |
Note: Every attack has a 10% chance of creating 3 stones that are flung at the nearest enemy. | ||||||||||||
Titanium Hacksaw | 8 | 24-32 | 15-20 | 15 | Physical | 1000 | 5:00-6:40 | (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 | 7 | 0-0 | 50-60 | 90 | Fire | 9-9 ×50 | 20 | 2.6 | (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 | 7 | 0-0 | 50-60 | 90 | Thunder | 1-29 ×50 | 20 | 2.4 | (Crater 1) |
- | 2000 | |
Note: Releases 50 shocks around the projectile over the course of 3s. | ||||||||||||
Pure Oxidant | 7 | 0-0 | 50-60 | 90 | Freeze | 3-5 ×50 (0.1s) | 20 | 2.2 | (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 | 7 | 0-0 | 50-60 | 90 | Fire | 8-8 ×50 | 20 | 2.5 | (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 | 8 | 0-0 | 50-60 | 90 | Poison | 3-3 (1.5s) | 50 | 2.4 | (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. |