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Cards are compo items in Stick Ranger. They are considered to be rather advanced because they have unique effects which are generally very useful and are dropped mostly by bosses. It should be noted that not all bosses drop cards, and that the drop rate of cards is rather low. Below is a list of the different kinds of cards and their effects. Currently, out of 19 cards, there are:

  • 17 level 1 cards
  • 14 level 2 cards
  • 14 level 3 cards
  • 15 level 4 cards
  • 10 level 5 cards
  • 8 level 6 cards
  • 8 level 7 cards

List of all cards

Quick's Card Quick's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 -10% Limit AGI Green Boss Skull Snake (Grassland 1) 4000 500
Level 2 -20% Limit AGI Green Boss Cap Mushroom (Forest 1) 8000 1000
Level 3 -30% Limit AGI Pink Boss Gel Spider (???) 12000 1500
Level 4 -40% Limit AGI Grey Boss Box Walker (Desert 1) 16000 2000
Level 5 -50% Limit AGI White Boss Castle Stickman (Snowfield 4) 20000 2500
Level 7 -60% Limit AGI White Boss Skull Stickman (Hell Gate) - 3500

Composition restriction: no restrictions

Effect explanation: Reduces both min and max AGI by 10%, 20%, 30%, 40%, 50% or 60%. The reduction can cause the AGI to go below the limits in classes with an AGI lower limit.

Note: AGI values are rounded up to the nearest integer. This card was white before ver11.4.

Long Sword's Card Long Sword's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 +5 Length of sword Grey Boss Skull Bat (Grassland 2) 4000 500
Level 2 +8 Length of sword Purple Boss Cap Mushroom (Forest 2) 8000 1000
Level 3 +10 Length of sword White Boss Roundhead Mushroom (Mist Grove 1) 12000 1500
Level 4 +12 Length of sword White Boss Skull Zombie (Desert 6) 16000 2000
Level 5 +15 Length of sword White Boss X Walker (Snowfield 1) 20000 2500
Level 6 +20 Length of sword Grey Boss Triangle Tree (Hell 2) - 3000
Level 7 +25 Length of sword Yellow Boss Coconut Walker (Inferno 2) - 3500

Composition restriction: swords

Effect explanation: The sword is longer and hence has a larger attack range, but it doesn't affect the elemental attack.

Note: If the player were to add a Long Sword's Card 3 or higher to a Wooden Sword 5, then the the sword will be the length of two swords or even more. It is also applicable with Katana's Card.

Sword Length (30-35-40)

Comparison of sword length and range (shown in blue digits).












Catapult's Card Catapult's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 +20 Length Orange Boss Skull Dragon (Grassland 3) 4000 500
Level 2 +40 Length White Boss Smiley Walker (Cavern 1) 8000 1000
Level 3 +60 Length Blue Boss Roundhead Eel (Submarine 3) 12000 1500
Level 4 +80 Length Orange Boss Diamond Spider (Desert 4) 16000 2000
Level 5 +100 Length White Boss Castle Stickman (Snowfield 2) 20000 2500
Level 6 +120 Length Grey Boss Box Stickman (Hell 5) - 3000
Level 7 +150 Length Green Boss Coconut Spider (Inferno 3) - 3500

Composition restriction: bows, orbs, staves, guns or rings

Effect explanation: Range of weapon increases

Note: This is a good card for the Triple Shot, Quint Shot, Sept Shot, Nonuple Shot, the Rifles, and the Long Staves, as the weapon will then achieve a huge range. It is also good for Magicians who have an increased range. This card was grey before ver11.4.

Pierce's Card Pierce's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 25% chance of penetrate Blue Boss Fairy Snake (Grassland 4) 4000 500
Level 2 50% chance of penetrate White Boss Skull Bat (Cavern 2) 8000 1000
Level 3 75% chance of penetrate Tan Boss Roundhead Eel (Submarine 1) 12000 1500
Level 4 100% chance of penetrate Red Boss Box Tree (Desert 8) 16000 2000

Composition restriction: bows, orbs and guns

Effect explanation: Penetrate allows the bullet to pass through the terrain.

Note: Made more useful in ver2.6, with the implementation of Hill Country 1, involving mid-air platforms. Especially effective when combined with Triple Shot or Quint Shot because of their long range. Applies to all projectiles in the same shot (eg. for a Quad Arrow, either all four bullets gain penetration or all four don't). Combining Pierce's Card with Volcano, Fire, Time Explosion or Super Volcano is counterproductive, because in 25%, 50%, 75% or 100% of the time the primary attack will drop through the ground and the fire does not appear. The same can be observed for the explosion of the Bazooka, but this is not a big problem, as usually the shot hits the enemy and not the ground. This card was white before ver11.4.

Guide's Card Guide's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 +10 guide length Red Boss Smiley Tree (Grassland 5) 4000 500
Level 2 +20 guide length Orange Boss Skull Stickman (Cavern 3) 8000 1000
Level 3 +30 guide length Pink Boss Gel Spider (???) 12000 1500
Level 4 +40 guide length White Boss Vampire Fish (Beach 1) 16000 2000
Level 5 +50 guide length Red Boss Shield Zombie (Cavern 5) 20000 2500
Level 6 +60 guide length Orange Boss Roundhead Walker (Hell 3) - 3000
Level 7 +70 guide length Yellow Box Germ (Cavern 8) - 3500

Composition restriction: bows, orbs and guns

Effect explanation: "Guide length" refers to the distance between the center of the projectile and its target. If the projectile is close enough to the enemy it will be guided towards the enemy, similar to a homing missile.

Note: Unfortunately, most projectiles are close to be as big or even bigger than this, so they'll hit before the homing ability will apply. Because of this, for most weapons, the effect is too small to be really useful. For the Volcano and the Bazooka, the guiding applies only for the projectile, and not the fire or the clouds of the explosion.

It's highly recommended just to use this card on piercing weapons like Fire or Laser Gun since this will create an interesting effect. For the Fire Orb and Delta Explosion, the projectile(s) will fly around the enemy, making it useful for flying enemies, but makes it less effective for Trees. For Laser Gun, the projectile pierces through the target and will home in on subsequent enemies.

It's also recommended to use this card with slow projectiles rather than fast projectiles, because the guide effect constantly affects projectiles within the guide length over time. The longer a projectile stays in the guide range, the more it is affected. Therefore, the card has very little effect on most fast projectiles, such as Thunder Storm. On the other hand, however, Thunder Spear is a fast projectile that is surprisingly effective with this card. This is mostly due to the fact that the projectiles, when stuck to the ground, will "Slide" towards enemies in the homing radius.

The Atomic Ray is very useful when combined with this card, as it is able to pierce enemies and even bounce off the ground while doing large amounts of damage to groups of enemies or even single enemies.

This card was white before ver11.4.

Bullet's Card Bullet's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 +1 bullet Purple Boss Smiley Tree (Grassland 6) 4000 500
Level 2 +2 bullet Cyan Boss Gel Dragon (Seaside 3) 8000 1000
Level 3 +75% bullet Red Boss Gel Tree (Submarine 2) 12000 1500
Level 4 +100% bullet Grey Boss Box Walker (Desert 2) 16000 2000
Level 5 +6 bullet Red Boss Shield Tree (Cavern 6) 20000 2500
Level 6 +125% bullet Tan Boss Diamond Tree (Hell 4) - 3000
Level 7 +150% bullet White Boss Skull Stickman (Hell Gate) - 3000

Composition restriction: weapons which fire more than one projectile upon attack. (For full list, see table below).

Effect explanation: adds additional projectiles to the primary/secondary attack.

Note: This card was white before ver11.4. The table below lists all the compatible weapons, as well as the corresponding percentage increase in damage from equipping the different levels of this card. For whips, the Whipper is assumed to have zero DEX. If the Whipper has DEX, then the additional bullets from DEX are added before they are added or multiplied with the bonus from the Bullet's Card.

No. of
Bullets
Bullet no. increase Weapon
LV 1 LV 2 LV 3 LV 4 LV 5 LV 6 LV 7
2 50% 100% 50%
(+1 Bullet)
100%
(+2 Bullets)
300% 100%
(+2 Bullets)
150%
(+3 Bullets)
Thunder Knuckle
Freeze Knuckle
Double Arrow
Double Poison
Double Fire
Double Iron Arrow
Double Flame
Double Hell Fire
Homing Laser
Mini Uzi
3 33% 67% 67%
(+2 Bullets)
100%
(+3 Bullets)
200% 100%
(+3 Bullets)
133%
(+4 Bullets)
Thunder Claw
Fire Claw
Poison Claw
Freeze Claw
Triple Shot
Triple Arrow
Triple Iron Arrow
Triple Poison
Fire Shot
Poison Shot
Hell Fire Shot
Thunder
Delta Explosion
Ice Bolt
Ice Missile
Electric Staff
Thunder Rod
3-Round Burst
Micro Uzi
Stone Whip
Explosion Whip
Stone Chain
Explosion Chain
Stone Flail
Explosion Flail
Stone Morning Star
Explosion Morning Star
Ice Ring
Quick Circle
Ice Chakram
Quick Chakram
4 25% 50% 75%
(+3 Bullets)
100%
(+4 Bullets)
150% 125%
(+5 Bullets)
150%
(+6 Bullets)
Quad Arrow
Quad Iron Arrow
Pierce Arrow
Quad Steel Arrow
Fire Whip
Fire Chain
Fire Flail
Fire Morning Star
5 20% 40% 60%
(+3 Bullets)
100%
(+5 Bullets)
120% 120%
(+6 Bullets)
140%
(+7 Bullets)
Charge Punch
Thunder Cestus
Fire Cestus
Quint Shot
Quint Poison
Flame Shot
Quint Gold Arrow
Fire Rise
Shotgun
Homing Laser Beam
Thunder Whip
Ice Whip
Poison Whip
Thunder Chain
Ice Chain
Poison Chain
Thunder Flail
Ice Flail
Poison Flail
Thunder Morning Star
Ice Morning Star
Poison Morning Star
Quick God
6 17% 33% 67%
(+4 Bullets)
100%
(+6 Bullets)
100% 116%
(+7 Bullets)
150%
(+9 Bullets)
Spark Glove
Poison Cestus
Freeze Explosion
Permafrost
7 14% 29% 71%
(+5 Bullets)
100%
(+7 Bullets)
86% 114%
(+8 Bullets)
143%
(+10 Bullets)
Sonic Claw
Sept Shot
Inferno
Remington
Pierce Homing
Thorn Whip
Thunder Ring
8 12% 25% 75%
(+6 Bullets)
100%
(+8 Bullets)
75% 125%
(+10 Bullets)
150%
(+12 Bullets)
Spark Knuckle
Oct Arrow
Oct Poison
Oct Poison Shot
9 11% 22% 67%
(+6 Bullets)
100%
(+9 Bullets)
67% 122%
(+11 Bullets)
145%
(+13 Bullets)
Needle Glove
Sonic Knuckle
Sonic Cestus
Thunder GreatSword
Nonuple Arrow
Nonuple Shot
Blizzard
Scattergun
Homing Laser Wave
10 10% 20% 70%
(+7 Bullets)
100%
(+10 Bullets)
60% 120%
(+12 Bullets)
150%
(+15 Bullets)
Spark Claw
Spread Explosion
11 9% 18% 73%
(+8 Bullets)
100%
(+11 Bullets)
55% 118%
(+13 Bullets)
145%
(+16 Bullets)
Undecuple Arrow
Thunder Circle
12 8% 17% 75%
(+9 Bullets)
100%
(+12 Bullets)
50% 125%
(+15 Bullets)
150%
(+18 Bullets)
Spark Cestus
Thunder Storm
15 7% 13% 73%
(+11 Bullets)
100%
(+15 Bullets)
40% 120%
(+18 Bullets)
147%
(+22 Bullets)
Triple Shotgun
Thorn Chain
Thunder Chakram
16 6% 13% 75%
(+12 Bullets)
100%
(+16 Bullets)
38% 125%
(+20 Bullets)
150%
(+24 Bullets)
Thorn Ring
Thorn Circle
Thorn Chakram
18 6% 11% 72%
(+13 Bullets)
100%
(+18 Bullets)
33% 122%
(+22 Bullets)
150%
(+27 Bullets)
Needle Knuckle
20 5% 10% 75%
(+15 Bullets)
100%
(+20 Bullets)
30% 125%
(+25 Bullets)
150%
(+30 Bullets)
Vigintuple Arrow
Fire God
Thunder God
24 4% 8% 75%
(+18 Bullets)
100%
(+24 Bullets)
25% 125%
(+30 Bullets)
150%
(+36 Bullets)
Thunder Spear
30 3% 7% 73%
(+22 Bullets)
100%
(+30 Bullets)
20% 123%
(+37 Bullets)
150%
(+45 Bullets)
Needle Claw
Thunder Blade
Electric Shock
Hell Fire
Lightning
32 3% 6% 75%
(+24 Bullets)
100%
(+32 Bullets)
19% 125%
(+40 Bullets)
150%
(+48 Bullets)
Thorn God
45 2% 4% 73%
(+33 Bullets)
100%
(+45 Bullets)
13% 124%
(+56 Bullets)
149%
(+67 Bullets)
Thorn Flail
60 2% 3% 75%
(+45 Bullets)
100%
(+60 Bullets)
10% 125%
(+75 Bullets)
150%
(+90 Bullets)
Needle Cestus
90 1% 2% 74%
(+67 Bullets)
100%
(+90 Bullets)
7% 124%
(+112 Bullets)
150%
(+135 Bullets)
Thorn Morning Star

Explosion's Card Explosion's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 25% chance of Explosion damage Orange Boss Smiley Wheel (Grassland 7) 4000 500
Level 2 50% chance of Explosion damage Grey Boss Roundhead Snake (Seaside 2) 8000 1000
Level 3 75% chance of Explosion damage Grey Boss Mask Fish (Submarine 4) 12000 1500
Level 4 100% chance of Explosion damage Orange Boss Diamond Snake (Desert 7) 16000 2000

Composition restriction: gloves, bows, guns or rings

Effect explanation: Splash damage is dealt to surrounding enemies. The splash range is the same as the hitbox of the attack.

Note: The splash range of this "explosion" can vary greatly between weapons.

Critical's Card Critical's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 25% chance of AT +100% White Boss Skull Stickman (Castle Gate) 4000 500
Level 2 25% chance of AT +150% Grey Boss Roundhead Walker (Seaside 1) 8000 1000
Level 3 25% chance of AT +200% Olive Boss Star Tree (Mist Grove 3) 12000 1500
Level 4 25% chance of AT +300% Yellow Boss Diamond Cactus (Desert 3) 16000 2000
Level 5 25% chance of AT +400% Red Boss Shield Bat (Cavern 4) 20000 2500
Level 6 20% chance of AT +600% Blue Boss Gel Mushroom (Hell 6) - 3000
Level 7 15% chance of AT +900% Brown Boss Box Germ (Blood Lake) - 3500

Composition restriction: gloves, bows, swords, guns, whips or rings

Note: Like the Pierce's Card, either everything increases damage, or nothing increases damage. This card does not affect elemental attacks. Critical's Card is stronger on average, but less reliable than Yellow Crystal. This card was white before ver11.4. Currently a bug exists that the Critical's Card effect can be triggered (n+1) times on the nth extra ring thrown by Angels with more than 1 ring. For example, with a Critical's Card 7, a hit from the 2nd ring will have 72.25% chance (0.85×0.85) of dealing normal damage, 25.5% chance (2×0.85×0.15) of dealing 10× damage and 2.25% chance (0.15×0.15) of dealing 100× damage. This bug was fixed in ver9.6 but reappeared in the HTML5 version since ver15.9.

Berserk Card Berserk Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 AT +50% DF -50% White Boss Smiley Snake (Hill Country 3) 4000 500
Level 2 AT +100% DF -100% Tan Boss Star Stickman (Seaside 4) 8000 1000
Level 3 AT +150% DF -150% Red Boss Roundhead Tree (Mist Grove 2) 12000 1500
Level 4 AT +200% DF -200% White Boss Box Stickman (Desert 5) 16000 2000
Level 5 AT +250% DF -250% White Boss Castle Dragon (Snowfield 3) 20000 2500
Level 6 AT +300% DF -200% White Boss Triangle Walker (Inferno 1) - 3000
Level 7 AT +350% DF -200% Brown Boss Box Germ (Blood Lake) - 3500

Composition restriction: gloves, swords or whips

Effect explanation: Increases damage dealt to enemies by this character, but also increases damage received by this character from enemy attacks.

Note: This card was added much later than the other types of cards; it was added in ver4.9. It stacks with the Priest's Attack Aura, but doesn't affect the Priest's Defense Aura, and creates a red aura around the equipped character even when not in presence of a Priest with an Attack Aura, if any. It will increase damage received by equipped character, even if the character has 0 defense.

Big Card Big Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 50% Attack range White Boss X Walker (Hill Country 1) 4000 500
Level 2 100% Attack range Grey Boss Roundhead Walker (Seaside 1) 8000 1000
Level 3 150% Attack range White Boss Roundhead Mushroom (Mist Grove 1) 12000 1500
Level 4 200% Attack range Yellow Boss Vampire Eel (Beach 3) 16000 2000
Level 5 300% Attack range White Boss Vampire Tree (Snowfield 5) 20000 2500

Composition restriction: gloves, whips

Effect explanation: This card increases the size of the area which registers a hit from the glove or the head of the whip, thus increasing the area a Boxer/Whipper can hit enemies. It also enlarges the size of the glove or the head of the whip from 3x3 to 5x5 regardless of the card level.


Knockback's Card Knockback's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 25% chance of Knockback 20 Orange Boss Skull Bat (Hill Country 2) 4000 500
Level 2 50% chance of Knockback 20 Grey Boss Roundhead Snake (Seaside 2) 8000 1000
Level 3 50% chance of Knockback 30 Pink Boss Gel Spider (???) 12000 1500
Level 4 100% chance of Knockback 30 Red Boss Box Tree (Desert 8) 16000 2000
Level 5 30% chance of Knockback 90 Orange Boss Castle Stickman (Snowfield 6) 20000 2500

Composition restriction: gloves, bows, orbs, guns, whips

Effect explanation: This card gives a chance to knock an enemy away when the character's attack hits them. The strength of the knockback depends on the magnitude of the value indicated at the back of the description. Larger enemies are less affected by the knockback effect and immobile enemies only shake in position when the effect is executed on them. Evidently, this card has actually existed for quite some time, but was not implemented until much later, in ver12.1. Doing the math indicates that the level 4 version is just slightly better on average than the level 5 version at delivering Knockback; "90/100=0.9*30=27", "30/100=0.3*100=30". The level 5 version may still be desired for certain weapons because it delivers more Knockback in a single activation, however.


Reflection Card Reflection Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 25% chance of Reflection White Boss Smiley Fish (Lake) 4000 500
Level 2 50% chance of Reflection Tan Boss Star Stickman (Seaside 4) 8000 1000
Level 3 75% chance of Reflection Yellow Boss Vampire Eel (Beach 3) 12000 1500
Level 4 100% chance of Reflection Yellow Boss Gel Tree (Snowfield 8) 16000 2000

Composition restriction: bows, orbs, guns, whips or rings

Effect explanation: Reflection allows the projectiles to bounce off terrain.

Note: This card is implemented in 12.8. It has a chance to allow all projectiles in a single attack to bounce off terrain. It has no effect if the projectiles penetrate through terrain. Reflection Card 4 will effectively allow projectiles from some weapons, such as Quad Steel Arrow, to travel from one end of the screen to the other end.

Katana's Card Katana's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 6 AT +40%, +10 sword length Green Boss Gel Bouncer (Forest 4) - 3000
Level 7 AT +50%, +10 sword length Yellow Boss Coconut Walker (Inferno 2) - 3500

Composition restriction: swords

Note: Is essentially a combination (as well as a level sum) of the Long Sword's Card 3 and Yellow Crystal 3/4 into a single compo item. Equipping this with a Long Sword's Card will increase the sword length by the sum of increments from both cards.

Heal's Card Heal's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 Heal to attack each +1 Grey Boss Triangle Walker (Hell 1) 48000 6000
Level 2 Heal to attack each +2 Grey Boss Triangle Walker (Hell 1) - 6000

Composition restriction: no restrictions

Note: This card heals the character by the specified LP at each attack. For the Angel, each hit by the rings heals the Angel. For the Priest, all other characters will be healed instead.

Ring's Card Ring's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 Ring +1 Orange Boss Skull Dragon (Grassland 3) 4000 500
Level 2 Ring +1, LP +50 Purple Boss Cap Mushroom (Forest 2) 8000 1000
Level 3 Ring +1, LP +100 Red Boss Gel Tree (Submarine 2) 12000 1500
Level 4 Ring +1, LP +150 White Boss Vampire Fish (Beach 1) 16000 2000
Level 5 Ring +1, LP +200 White Boss Castle Dragon (Snowfield 3) 20000 2500
Level 6 Ring +1, LP +300 Yellow Boss Coconut Wheel (Forest 3) - 3000

Composition restriction: rings

Note: This card gives one extra ring for the Angel. At LV2 or higher it also gives an LP boost. This card can be considered a fusion of the Angel's DEX (or a Green Stone) and a White Stone.

Generic red card Vampire's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 3% LP recovery per damage Castle Boss (Castle) 4000 500
Level 3 4% LP recovery per damage Submarine Shrine Boss (Submarine Shrine) - 1000
Level 4 5% LP recovery per damage Pyramid Boss (Pyramid) - 1500

Composition restriction: gloves, swords or whips

Effect explanation: Every time the character swings his weapon and hit enemies, the character regains an amount of LP equal to 3%, 4% or 5% of the total direct damage dealt in that blow, rounded down. This value cannot go below 1. Magical attacks do not trigger LP recovery.

Note: The healing effect stacks with the Critical's Card. The most effective weapons to use with this compo item are weapons which create a lot of separate hits. These can either be weapons with a very high attack speed (for instance the Mach Punch or Sonic Punch) or weapons that deal a lot of damage to a fairly large area, such as swords. When attacking large clusters of enemies with this compo item attached to a sword, maximum LP recovery may happen. Combining Sonic Knuckle, or any sword, Vampire's Card 4 and Quick's Card 4 will, in big clusters, result in rapid LP recovery (depending on the setup used, it may be that ONIGIRI's Card is superior to this). This card does not have a level 2. Interestingly, the level 3 version of this card sells for the same amount as a level 2 card and the level 4 card sells for as much as a level 3 card. As of ver14.4, it has undergone a nerf where it would heal at a lesser percentage (formerly 3%, 5%, and 8% for levels 1, 3, and 4 respectively). The description also changed from "per hit" to "per damage" in ver14.4, possibly to avoid misinterpretation although this has not changed the card other than the ratio.

Generic white card ONIGIRI's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 5% chance of ONIGIRI drop per hit Castle Boss (Castle) - 1000

Composition restriction: gloves, swords or whips

Effect explanation: Every time the character hits an enemy, there is a 5% chance an onigiri drops. Magical attacks do not trigger the onigiri drop.

Note: This is a rare card, but it can provide a lot of onigiris for the whole team. Sells for twice the price (1000$) of other level 1 cards except the Gold Rush Card. The most effective weapons to use with this compo item are weapons which create a lot of separate hits. This can either be weapons with a very high attack speed (for instance the Mach Punch or Sonic Punch) or weapons that deal a lot of damage to a fairly large area, such as swords. When attacking large clusters of enemies with this compo item attached to a sword, whip, or glove, a huge number of onigiri may drop. This card does not work in VS, and defeating an enemy character will not trigger the onigiri drop at all. Depending on the setup, the Vampire's Card may be a better choice. The Silver Medal is a potential alternative to the ONIGIRI's Card, particularly if a party has no Gladiators, Boxers, or Whippers.

Generic Yellow Card Gold rush Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 1 5% chance of GOLD drop per hit Submarine Shrine Boss (Submarine Shrine) - 2000

Composition restriction: gloves, swords or whips

Effect explanation: Every time the player hits an enemy, there is a 5% chance that Gold drops. Magical attacks do not trigger the gold drop.

Note: The amount of money correlates with the damage done to the enemies. In addition, hitting several enemies results in higher money values. A very useful weapon for this card is the Sonic Knuckle 4, as it is fast and does splash damage. Another useful weapon for the card, the Long Blade 6, can deal high damage to groups of enemies, resulting in very high drop amounts. The amount of money is also influenced by the Gold Medals, which can result in very high gold drop amounts.

Generic Purple Card Zombie's Card

Level Effect Dropped by Cost for
buying
Profit for
selling
Level 4 +50% LP, -100% fire damage Pyramid Boss (Pyramid) - 3000

Composition restriction: no restrictions

Effect explanation: This card multiplies the character's LP by 1.5x, but that character will receive twice the damage from fire attacks. Note that the LP increments from White Stones can be multiplied with this card but not the LP increments from the Ring's Card. It also turns the character into a zombie (purple body with a white box head) and surrounds it in more shade than a regular stickman (more noticeable when underwater). This is also the first card to go straight to Level 4 without having levels 1, 2 or 3 before it. It cannot be bought in the Village due to its LV. This card was misnamed "Zombi's Card" when it was implemented in V8.2, and was fixed in V8.3.

History

  • Before ver11.4 all cards used a similar appearance: A Stickman with different colors on the card.

Trivia

  • There exists, or at least had existed, multiple unused cards in the game's. Two of them have been removed from the source code prior to updates, however. You can view these cards' descriptions in this video.
    • The first, and most prominent example is a card called Rubber's Card 1 that is hidden in the source code and only accessible through hacking. The card's description shows "+10 Extend arm". However, according to the source code, the effect is actually LP +30% and changes the colour of character to that of the Zombie's Card.
    • Another series of cards that once existed was called the "Devil's Card" and the "Satan's Card". The Devil's Card's description had the effect "5% chance of 1/4 damage", implying it would, by chance, deal 1/4th of the enemy's LP with a single attack. The Satan's Card's description, meanwhile, read "1% chance of Instant death". They could not be equipped to any character, and were eventually removed from the source code.
  • Interestingly, the Knockback's Card existed in the source code far, far, far before the update that included them (See the video above; it was made in 2009, while the update that added them wasn't introduced until 2012). The text was different, reading "10% chance of Knockback", instead of having specifics to how strong the knockback was.

External links

White Stone
Stones
· Crystal
Crystals
· Diamond
Jewels
· Generic white card
Cards
· Medal
Medals
· Charm
Charms
· Spirit
Spirits
· Crown
Crowns

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