
We make it quick and easy to give you some quick and easy Stick Man kills, whether you want guns-blazing gory violence in our Action Games and Defense Games, or want to plan your brutal marches of stick man war parties in our Strategy Games! We can provide the gritty stickicide you want to play! Lone Wolf is seriously overpowered and possibly the best talent in the game as long as you don't mind having less companions to worry about (gearing up, buying skills/having less skill books to sell if you just steal them, etc.).Ready for some bloody stick madness? No, no, I don't think you're ready for the kind of non-stop, action-packed Guts & Gore games you'll find at ! If you think you can handle the raw, unrestrained, best collection of the Stickman games on the web, then you've come to the right place.
#Stick ranger builds full#
Even on the boat fight in Chapter 3, Lone Wolves cleared the ship (and got the achievement) while the full party struggled to escape the fight (the other achievement for not killing everything). Comparatively with a full party on Tactician (same as Honour minus the save restriction), I'm struggling through the exact same areas that my Honour party breezes through. On Honour, my party is Fane as summoner and Lohse as ranger, and this party is untouchable.

In fact, summoner is insane with Lone Wolf as it doesn't count against your party size, and it allows you to easily spread your points after just level 3 when you already have the Incarnate Champion. With summoning it's even more broken as you can get the Incarnate Champion by level 3 (2 points to start, +1 at level 2, and +2 at level 3 with All Skilled Up, then doubled from Lone Wolf for 10 points in summoning). On Honour mode, I've never even come close to dying and my Ranger kills everything in two shots with mostly crap gear (just a good bow and amulet with +crit Flame Rune). Think Lone Wolf is too powerful for still letting you have two party members.

I think it was Ranger that had a personal teleport that would come in really handy getting him up high during a fight, which will greatly boost his range and damage. Plans - I'll probably get Ifan a level of Ranger at the next opportunity. I kind of think the game would be harder with four characters to manage. Both characters do around 60-80 damage, more if critical. Next round I ran Fane all the way out of the fight - healed them up, and returned twice to finish off the rest of the rooms mobs. Next round I was able to fully loot her without breaking feign death. So I reloaded it, killed her, feigned death with Fane next to her while Ifan ran away from the fight. It was the only fight I've lost in maybe 5 levels. It was against the chick with the blood roses. I've only had one difficult fight lately (around level 6).
#Stick ranger builds free#
About level 6, Ifan is starting to equal or exceed Fane in damage output - Fane can currently run 8.4 meters per AP, and gets a free movement every turn, and since the bow doesn't have huge range both characters tend to spend similar amounts of AP on movement. I use the restore boots for Ifan, I use poison puddles or use a skill ifan has to turn blood puddles in to poison to heal Fane. I don't heal my characters during a fight. He was probably doing twice as much damage as my wayfarer. Level 3-5 Fane dominated the field the moment he gained lone wolf. Level 1-2 I used a lot of potions and a few res scrolls. I don't remember what his original skill was, but at level 3 I made him a lone wolf also. I added Fane, a rogue, as my second (I picked him because his fingers are lockpicks - turns out most things I can't open anyway so I just bash it down). I'm level six or seven and have maxed out scoundrel and have put all stat points in to finesse. My two person lone wolf party: I have a lone wolf wayfarer - Ifan. But in Classic, you can get up to 80 for attributes and 20 for combat abilities.

This bonus is temporarily removed while there are more than two members in the current party. Lone Wolf provides +2 Max AP, +2 Recovery AP, +30% Vitality, +60% Physical Armour, +60% Magic Armour, and doubles invested points in attributes - up to a maximum of 40- and combat abilities (except Polymorph ability) - up to a maximum of 10, while you are adventuring solo or with at most one companion.
