
Combo Bonus is only rewarded with at least a Combo of 4.With multiple stickmen, simply multiply the result by the number of characters for the total combo bonus. The combo bonus is given on a per-character basis, and the total sum is added to the gold amount directly. With a high enough combo a multiplier is added in, further increasing the combo bonus. A bar called CB displays the current combo as well as the time remaining before the combo ends. Every monsters killed gets added into a combo and rewards players with increasing amount of gold when the combo breaks. In Stick Ranger 2, a combo system was implemented to reward players for killing monsters in quick succession. In addition, the player loses gold by an amount of: After a Game Over, all characters will respawn in the Village with 1 LP. When all characters' LP reaches 0, they will all die together resulting in a Game Over. However, any damage taken by characters with 0 LP and any excess damage from a "lethal" hit will be dealt to all other characters with LP. In Stick Ranger 2, characters do not die at 0 LP as long as an ally has more than 0 LP all of them can still move and attack as usual. The only difference is that characters cannot gain EXP in an area when they are 10 levels higher than all of the monsters in that area, instead of the "10 levels above the accessible monsters with the highest LV" cap in the original game. Each character starts with 50 LP and gains EXP and LV in a similar way as the original version, with 2 SP per LV up.


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All characters can equip and use any weapons as desired, with the only exception being that the same weapon cannot be used simultaneously by multiple characters. Unlike the original version, there are no classes in Stick Ranger 2. In some cases, the player can travel to a different area by touching open borders at the top or bottom sides of the area as well. This allows areas to be further divided into various sub-areas, each containing different groups of monsters and gimmicks.Ĭharacters can travel to different areas by touching the open borders at the left/right, but unlike in the original, there are no signs to indicate the open borders. A new system was also implemented such that terrain and certain passable objects including bridges and half-walls can block range detection, preventing characters and monsters to detect and fire at opposing entities even if they are within range. Like in the original Stick Ranger, characters can be dragged and attacking is fully automatic as long as enemies are within the character's range.
