http://dan-ball.jp/en/javagame/ranger/Stick Ranger is a neat "Action RPG" starring micro-sized pixel stickmen who fight through hordes of colorful, cheery enemies.
Seeing as the japanese game maker isn't too savvy at "translating", I'll explain to you the finer points of Stick Ranger.
CLASSES

Boxer: The Boxer is the first class. His rapid-fire fists deliver a flurry of low-damage blows that whittle down the opponent's health.
Investing
STR: Raises minimum and maximum attack by a bit.
Investing
DEX: Lowers minimum and maximum time between blows by a bit, to a minimum range of 5-10.
Investing
MAG: For every blow with a magical weapon that connects, Boxer gets 1 bonus MP.

Gladiator: The Gladiator is the second class. He's a swordsman who's powerful blows rely on the many swords you'll find throughout the game.
Investing
STR: Raises max attack by 1.
Investing
DEX: Raises min attack by 1.
Investing
MAG: For every blow with a magical weapon that connects, Gladiator gets 1 bonus MP.

Sniper: The Sniper is the third class. He uses bows to fire volleys of high-arcing arrows that do good damage from afar.
Investing
STR: Raises range by 2.
Investing
DEX: Raises min and max attack slightly.
Investing
MAG: For every shot with a magical weapon that connects, Sniper gets 1 bonus MP.

Magician: The Magician is the fourth class. A mainstay on any team, he uses magical orbs to fry, freeze, electrify and explode opponents.
Investing
STR: Raises range by 2.
Investing
DEX: Lowers time between attacks slightly.
Investing
MAG: Raises attack slightly.

Priest: The Priest is the fifth class. He casts an aura that buffs friendly's stats, such as defense and attack.
Investing
STR: Raises Aura of Attack (red) by 1%.
Investing
DEX: Raises Aura of Defense (green) by 0.2.
Investing
MAG: Raises Aura of Range (blue) by 2.

Gunner: The Gunner is the sixth class. He has many weapons such as handguns and bazookas that use your gold to hit hard and from afar.
Investing
STR: Raises Attack by 2%.
Investing
DEX: Raises rate of fire by a small bit.
Investing
MAG: Lowers the cost of ammunition by 1$, to a minimum of 1$ per shot.

Whipper: The Whipper is the seventh class. His flail can hit from farther away than swords or gloves, and can brandish many elemental effects.
Investing
STR: Raises min and max attack slightly.
Investing
DEX: Projectiles per blow + 0.2.
Investing
MAG: For every blow with a magical weapon that connects, Whipper gets 1 bonus MP.
LP: Life Points.. This determines how much health a stickman has. Leveling STR, DEX, and MAG also adds smaller portions of LP to your guys.
STR: Strength. Affects each class differently.
DEX: Dexterity. Affects each class differently.
MAG: Magic power. Affects each class differently.
ATT: Attack power of a weapon. Displayed as a range, like 10-25.
MP: Magic Points. Determines how much magic power is needed to engage magical weapon's special attack.
Range: Measured in pixels. Determines how far away a stickman will do damage from.
Defense: Measured how much damage is reduced when a stickman is attacked. Buffed by the Priest's green aura.
Type: Elemental category of the attack. Types include Fire, Electric, Ice and Poison. Jewels increase the elemental power of weapons.
BULLETS: Determines how much projectiles are fired from the Whipper's magical attack.
Compo Items
Compo (Composite) items are special items that permanently modify a weapon. There are a few different types of Compo Items.
--MORE DETAIL TO THIS THREAD IN A BIT--