Nobody Saves the World

Nobody Saves the World

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Character and Ability Guide
By phadin
A guide to the stats and abilities of the various creatures you can turn into.
   
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Character Basics
This game has you 'transforming' into a variety of creatures and characters. Each of them modifies your stats in some way, as well as providing a passive ability, a signature skill, and 1-2 additional abilities they will learn as they advance. Characters are ranked based on your achievements with them, starting at F, then proceeding to D, C, B, A, and the top rank of S.

For all characters, they start at F rank with their passive ability and their signature attack. They gain access to their first additional attack at D rank. Those who get a second additional attack ability will learn it at B rank. To advance in rank, you must complete Form Quests while in that form. These quests can involve using it's abilities in a unique way, or using abilities borrowed from other forms.

Note: You can not complete Form Quests while in Legendary Dungeons (the storyline dungeons, basically).

In addition to the abilities a form learns, the form can equip up to 3 passive abilities from other forms. The first passive slot is unlocked via story progression, while the second and third will be unlocked after that first, once you hit level 20 and 30. At the same time, you gain the ability to equip any learned abilities and attacks from other forms EXCEPT for the signature attack it started with. The signature attack for each ability is also their method to regain mana, while other learned and borrowed attacks will cost mana to use. For forms that only learn one additional attack, they will still have to wait for rank B to unlock the last attack slot and equip another ability. You CAN remove the attacks a form learns other then the signature attack. This allows you to customize each of the forms with only the starting attack and passive being fixed.

In addition to the abilities learned from your form, you can purchase abilities from the shopkeeper. These are purely passive abilities, and can also be equiped in a forms passive ability slots. Certain passive abilities will not become available for sale until you proceed far enough in the storyline.

All abilities, including signature abilities, can be leveled up. Each can be leveled up three times (from rank 1 to ranke 4). This can change the mana gain or cost, increase status effect rates, increase damage, or have other effects. Where applicable in this guide, I will try to indicate what the values change by listing the values separated by a '/'. Abilities can be leveled up only if the relative form is high enough rank. You need rank D for level 2, B for level 3, and S for level 4.

The other element of forms that is fixed is their attributes. Each form makes an adjustment to your base attack, defense, and other attributes. Some forms are better at defense, offense, physical, or magical. Abilities from other forms could change their damage output when you change forms due to these stat adjustments. Pay attention to attack abilities damage types. Slash and Blunt damage types use/target Physical attack/defense. Light and Dark damage types use/target Magical attack/defense. This works for enemies attacks against you as well. You can tell the damage by the symbol on your abilities, and enemy damage to you by the color of the damage numbers.

Green = Slash
Brown = Blunt
Yellow = Light
Purple = Dark

Some abilities also try to inflict status effects. Most will give a +# of the status effect when hitting with that attack or ability. When the # increases to 100, the status will come into effect, so most of them will require multiple hits to actually inflict the status.

Poison - Deals Dark damage every second for the duration
Stun - Short duration unable to act (around 1 or 2 seconds)
Slow - Speed reduced by 50 for the duration
Burn - Deals Light damage every second for the duration.
Fear - Enemy will run away from you for the duration. (automatically inflicted on enemies 10 or more levels below you. Note: you can not progress Form Quests against enemies this weak)
Infect - Enemies with Infect will become zombie familiars when they die. This debuff is always applied at +100 when hit and will not expire.

A few other terms common among abilities to know:

Impact - Some abilities can cause Impact. This causes creatures knocked back by that attack to suffer blunt damage if hitting objects or another creature.
Familiar - Some abilities create minions for the character. All minions are referred to as familiars in this game. Any ability affecting familiars will affect any created minions, including Zombies, Demons, and Animals.

For the purposes of this guide, Health, Mana, Atk, and Def will be shown for each form based on having 100 of each in the base 'Nobody' form. These values all change through level up or acquisition of mana potions during the game, so do not represent absolute values for each form. Speed, and Crit % are fixed for each form.

Nobody
Unlock: Start

This is your default form. Unlike most forms, this form will not learn any new abilities, nor does it start with a signature passive. That means one of the passive slots will always be empty. It's attributes are also the weakest out of all forms except Egg. Unlike most forms, Nobody's rank increasing form quests are directly related to progressing the storyline.

Name
Stat
Health
100
Mana
100
Speed
110
Phys. Atk
100
Phys. Def
100
Mag. Atk
100
Mag. Def
100
Crit Rate
0

Attacks:
Name
Type
MP
Description
Slap
Blunt
+5/20/40/60
Signature Move. A sad little slappy-pooh.

Passive Ability: None
Rat
Unlock: Story

Your first learned form. The rat is tiny, and can pass through narrow passages. It is a dark element focused form, and while it's default range is short, it's small size makes it easier to avoid enemy attacks.


Name
Stat
Health
180
Mana
250
Speed
130
Phys. Atk
120
Phys. Def
140
Mag. Atk
240
Mag. Def
220
Crit Rate
10

Attacks:
Name
Type
MP
Description
Gnaw
Dark
+5/6/7/8
Signature Move. +12/15/17/20 Poison on hit. Go to town with yoru little chompers
Consume
Dark
-30
Cooldown 2.5/2.0/1.5/1 sec. 30% of Consume damage is leeched as Health
Detonate Poison
Dark
20/15/10/5
Explode all Poisoned baddies on screen.

Passive Ability: Scavenge. Health items also restore +8/12/16/20 Mana.
Guard
Unlock: Rat Rank D
A human knight with a sword and shield. Physically tough but magically weak.


Name
Stat
Health
200
Mana
160
Speed
95
Phys. Atk
240
Phys. Def
260
Mag. Atk
170
Mag. Def
180
Crit Rate
3

Attacks:
Name
Type
MP
Description
Sword Slash
Slash
+5/6/7/8
Signature Move. A slashing sword attack
Stomp
Blunt
-30/25/20/15
Knock opponents away with your stylish booties
Shield Bash
Blunt
Varies
Hold: Block damage at the cost of Mana. Cost reduce 0/12.5/25/37.5%.
Release: Deflect 30/30/40/50% of all blocked damage. Move Speed -50/25/25/25%

Passive Ability: Bravado - 20% of attack damage dealt as an extra Sharp attack while below 30/40/50/60% Max Health
Egg
Unlock: Rat Rank C

Egg is a bit unique since it's Form Quests have nothing to do with it's abilities. Instead, there are five giant nests to seek out on the map. Each must be visited by the egg to raise it's rank. Reaching S rank here is required to access the Dragon form, so it's well worth it to seek them out. Will likely be your first S rank form.


Name
Stat
Health
50
Mana
200
Speed
110
Phys. Atk
270
Phys. Def
200
Mag. Atk
180
Mag. Def
160
Crit Rate
0

Attacks:
Name
Type
MP
Description
Egg Roll
Blunt
+12/15/17/20
Signature Move. Hold Attack: Charge and roll into baddies, but watch out for walls. You will take damage if you hit a wall with this attack.
Incubate
Light
-25/sec
Hold: Recover 75/125/175/225 Health/sec. Deals Light damage to nearby Baddies.

Passive Ability: Hardened Shell - Never Lose more then 1/3rd / 1/4th / 1/5th / 1/6th of your Max Health from a single hit.
Ranger
Unlock: Rat Rank D

Your first ranged attacker, she has a bow and knows how to use it.


Name
Stat
Health
160
Mana
200
Speed
110
Phys. Atk
240
Phys. Def
160
Mag. Atk
200
Mag. Def
160
Crit Rate
6

Attacks:
Name
Type
MP
Description
Charge Arrow
Slash
+4/5/6/7
Signature Move. Hold attack to add damage, range and piercing
Arrow Flurry
Slash
-50/40/33/25 /sec
Hold to fire a flurry of arrows
Dodge
Slash
0
Cooldown: 2/1.6/1.2/0.8 sec. Dodge forward, evading attacks and causing damage.

Passive Ability: Poison Tipped - All your attacks build +17/20/22/25 Poison
Horse
Unlock: Guard Rank D

The horse is the fastest creature in your arsenal of forms, and fairly tough as well. However, it's signature attack hits behind it instead of forward, so you may need to use the fixed facing button to make sure you're attacking the right way.


Name
Stat
Health
260
Mana
240
Speed
150
Phys. Atk
260
Phys. Def
230
Mag. Atk
140
Mag. Def
170
Crit Rate
6

Attacks:
Name
Type
MP
Description
Kick Back
Blunt
+8/10/12/14
Signature Move. Knock Dist: +0/50/100/150%. Applies the Impact effect (Baddies take Blunt damage when knocked into walls or oeach other).
Gallop
Blunt
-30/sec
Hold to zoom forward, trampling anyone in your way.
Move Speed + 50/75/100/125%. Knock Dist +0/100/200/300%.

Passive Ability: Horsepower - Signature Moves restore +4/5/6/7 extra Mana when used to break objects.
Magician
Unlock: Guard Rank C

No, this is not a fireball spewing wizard. This is a stage magician, with cards up his sleeves and rabbits in his top hat. His abilities are a more chance based, each one having a chance for a bigger or more damaging effect.


Name
Stat
Health
200
Mana
280
Speed
110
Phys. Atk
140
Phys. Def
150
Mag. Atk
270
Mag. Def
250
Crit Rate
6

Attacks:
Name
Type
MP
Description
Pick a Card
Light
+15/18/21/24
Signature Move. Cause some paper cuts. Higher cards do more damage (results can be Ace or a Face Card)..
Hat Trick
Slash
-35/30/25/20
Pull an animal familiar out of a hat... to FIGHT BY YOUR SIDE!. Can be a Rabbit or Tiger.
Rabbit is far more common. Tigers are stronger and tougher.
Confetti Bomb
Light
-24/20/16/12
A sparky bomb with a wide range. Sometimes creates a real bomb. Hold the button to throw farther.

Passive Ability: Stun Poweder - All of your attacks build +12/15/18/21 Stun. (Note, familiar attacks are not affected by abilities like this. Your rabbits and tigers can not stun enemies.)
Slug
Unlock: Ranger Rank D

A slimy slug. Like the rat, this is a small creature so it can pass through narrow passages. The slowest of all your forms, it leaves a trail of slime that will rapidly accumulate the Slow debuff on enemies. It also ties with Rogue for the highest crit rate among all your forms.



Name
Stat
Health
180
Mana
250
Speed
80
Phys. Atk
200
Phys. Def
220
Mag. Atk
220
Mag. Def
220
Crit Rate
15

Attacks:
Name
Type
MP
Description
Tear Burst
Light
+8/9.2/10.4/11.6
Signature Move. Hold attack to charge up a barrage of tears. Keep held to continue firing.
Charge time: 0.5/0.4/0.3/0.2 sec.
Slime Slide
Dark
-25/sec
Hold: Charge to slide quickly on a trail of slick snail snot! Trail applies Slow. Move Speed
+100/115/130/145%. (This ability will create the trail larger then the one you normally leave)
Blob Lob
Light
-35/30/25/20
Lob a blob of slime that damages and Slows baddies. Hold it to throw further. Large area of effect.

Passive Ability: None
Bodybuilder
Unlock: Ranger Rank C

Fresh from the gym, he's still got his weights. The physically strongest and highest HP form, but relatively weak defense. Good at leveraging attacks with knockback to get the most out of his passive.



Name
Stat
Health
300
Mana
180
Speed
110
Phys. Atk
300
Phys. Def
140
Mag. Atk
160
Mag. Def
180
Crit Rate
6

Attacks:
Name
Type
MP
Description
Bench Press
Blunt
+15/17.5/20/22.5
Signature Move. A slow, big hit. Probably not how barbells are meant to be used.
Pump Up
Blunt
-50
Pump those muscles. Hits nearby baddies with 20/30/40/50 Blunt damage. Grants 1 AttackUP buff.
Flex
Blunt
-20+40/30/20/10 /sec
Hold to create a flurry of fists around you. Cooldown: 3/2/1/0 sec.

Passive Ability: Strongman - Attacks that knock Baddies away gain the Impact effect (Baddie take Blunt damage when knocked into walls or each other). Impact damage +100/200/300/400%.
Turtle
Unlock: Horse Rank D

One of two aquatic forms, it can enter water and gains a speed boost while in the water. Has the best defense stats among your forms, though relatively low HP. It's small, and can fit in narrow areas.



Name
Stat
Health
140
Mana
200
Speed
95
Phys. Atk
200
Phys. Def
300
Mag. Atk
180
Mag. Def
300
Crit Rate
10

Attacks:
Name
Type
MP
Description
Hell Shell
Blunt
+8/9/10/11
Signature Move. Hold attack to charge speed and damage. Release button to attack. Fully-charged attacks can't be interrupted. Sends you careening in the direction you are facing.
Water Spray
Light
-30/25/20/15 /sec
Spray a cone of water at baddies to push them away. Relatively short range and low knockback.
Slow and Steady
Blunt
-30
Hunker down and gain 1 DefefnseUp Buff. Hits nearby baddies with 20/30/40/50 Blunt damage.

Passive Ability: Quick Charge - Charge time for abilities is reduced -20/35/50/65%.
Monk
Unlock: Horse Rank A + Magician Rank A

A powerful light attacker, matches the bodybuilder in physical attack power. However, his abilities tend to be Light magic aside from his signature move. They use a lot of mana and his signature move's restore rate is slow.



Name
Stat
Health
200
Mana
260
Speed
130
Phys. Atk
300
Phys. Def
220
Mag. Atk
180
Mag. Def
200
Crit Rate
6

Attacks:
Name
Type
MP
Description
Palm Pummel
Blunt
+2/2.5/3/3.5
Tap to hit baddies with your palms. Deals more damage on the third strike. Builds +15 Stun
Hold to charge a blast that restores extra mana.
Holy Light
Light
-80
Bathe baddies in a damaging Holy Light for 3.5/4.5/5.5/6.5 sec. Hits the entire screen.
Bless Me
N/A
-50
Heal yourself and Familiars for 20/30/40/50% Max Health. Cooldown 45 sec.

Passive Ability: Smite - 10/13/16/19% chance to strike baddies with a lightning bolt when damaged or healed. Builds +25 Stun.
Zombie
Unlock: Magician Rank D

An undead zombie, this form is constantly losing health. Don't use this form for long distance traversal. It tries to sustain itself with it's passive to steal HP when it hurts creatures, but that alone is generally not enough. Can easily get a hoard of zombie familiars however.



Name
Stat
Health
280
Mana
140
Speed
95
Phys. Atk
220
Phys. Def
240
Mag. Atk
260
Mag. Def
180
Crit Rate
6

Attacks:
Name
Type
MP
Description
Clawmbie
Dark
+10/12/14/16
Signature Move. Your bod is rotting! Tap to swing a claw. Hold to charge a lunge that does more damage. +0/50/100/150% lunge distance.
Zombite
Dark
-40
Bite your enemies to Infect them. When they die, they join you as a Zombie. Cooldown 3/2.5/2/1.5 sec. Zombie familiars with inflict Infect on enemies they hit as well.

Passive Ability: Zomnomnom - 3/4/5/6% of damage you deal is restored as Health.
Mermaid
Unlock: Slug Rank D

An aquatic creature, it can enter water and gains a speed boost in water. Sadly, not nearly as beautiful as you might like, this thing's a monster. Physically weak, you're better served focusing on magic abilities with it.



Name
Stat
Health
170
Mana
350
Speed
110
Phys. Atk
140
Phys. Def
140
Mag. Atk
240
Mag. Def
220
Crit Rate
6

Attacks:
Name
Type
MP
Description
Water Burst
Light
+5/6/7/8
Signature Move. A water projectile that does splash damage to nearby baddies. Tap to shoot small bursts at long range, or hold to charge a larger short range attack.
Tail Swipe
Blunt
-25
Swing your tail at baddies and push yourself towards them. Does 30/45/60/75 base damage. One of the few moves that increases in direct damage when leveling the ability.
Aqua Barrier
Light
-20
Block 1 attack with a water barrier. Deflect 20/33/50/66% of blocked damage. Cooldown 4/3.2/2.4/1.6 sec.

Passive Ability: Mermaid's Resolve - 4/6/8/10% of damage you take is restored as Mana.
Rogue
Unlock: Slug Rank A + Bodybuilder Rank A

A shadowy rogue that can escape enemy attention briefly. Shares the highest crit rate with Slug form. It's passive makes it better at using skills with cooldowns.



Name
Stat
Health
200
Mana
160
Speed
110
Phys. Atk
250
Phys. Def
200
Mag. Atk
120
Mag. Def
200
Crit Rate
15

Attacks:
Name
Type
MP
Description
Fan of Knives
Slash
+1.5/1.8/2.1/2.4
Signature Move. Tap up to three times for an expanding array of 1-3-5 knives. Hold attack to add range and pierce on the next knives thrown.
Cloak & Dagger
Slash
-40/32/24/16 /sec
Hold to become invisible. Release to perform a stab that has 100% Crit when hitting from behind. Move Speed + 0/10/20/30%. Enemies will stop moving you while invisible, but projectiles in flight CAN still hurt you. Has an unmentioned Cooldown of a few secomds
Caltrops
Slash
0
Throw a wall of spikes on the ground. Builds +100 stun. Cooldown 15/12/9/6 sec. I noticed if you have passives adding other debuffs to your attackc, this will add those debuffs at +100 as well.

Passive Ability: Money Motivated - Picking up money reduces all Cooldowns by 1/1.5/2/2.5 sec.
Ghost
Unlock: Bodybuilder Rank D

A spooky ghost that causes Fear in enemies. Has low Health so needs to depend on Ethereal to avoid damage. Has the highest Mana to compensate. Specializes in Fear debuff, though this can mean you must chase down enemies fleeing your Boo aura. Like the Turtle and Mermaid, the ghost can enter water. However, it does not get the speed boost those two gain in water.



Name
Stat
Health
120
Mana
300
Speed
110
Phys. Atk
170
Phys. Def
180
Mag. Atk
290
Mag. Def
240
Crit Rate
3

Attacks:
Name
Type
MP
Description
Boo
Dark
+1.25/1.5/1.75/2
Signature Move. An aura that deals damage to all enemies in range. Aura hits also reduce Boo's Cooldown by +0.12/0.14/0.16/0.18 sec per hit. The area of effect can be increased by using it again while it's up, up to a max of 3 stacks. Howver, the base duration is shorter then the cooldown, so hitting multiple enemies consistantly or other cooldown reduction will be needed to maintain it at a high level. +100 Fear on enemies in the initial blast.
Etheral
Dark
-30/25/20/15 /sec
Pass through baddies and their attacks. Can not be hurt while it is sustained, but can not initiate any attacks while keeping this up. Ongoing effects like Boo will still hurt enemies however.

Passive Ability: Spooky - All your attacks build +12/15/18/21 Fear.
Robot
Unlock: Turtle Rank C + Monk Rank C + Zombie Rank C

A large robot with decent stats but low magic. Has some good ranged attacks. It is large and easily hit by enemies. It's native abilities cover all four damage types.



Name
Stat
Health
260
Mana
160
Speed
95
Phys. Atk
250
Phys. Def
220
Mag. Atk
250
Mag. Def
220
Crit Rate
6

Attacks:
Name
Type
MP
Description
Lightning Drill
Light
+2.5/3.1/3.7/4.3
Signature Move. Tap to punch with the drill. Hold to continuously spin the drill. Punch is slow and deals more damage, but spinning will give more rapid mana regain.
Ravager Rocket
Blunt
-40/35/30/25
Fires a rocket that transforms after 0.5 sec. Transformed rocket has a 100% crit chance..
Tempest Barrage
Dark
-6/5.2/4.4/3.6 per missile
Hold to fire a barrage of homing missiles at nearby baddies.

Passive Ability: Steel Plated - Reduce damage taken by 0.75% of your Max Health and deal 8/12/16/20 base Sharp damage to surrounding enemies when hit.

This passive works best on high HP characters. A character with 1000 Health would take 75 less damage from each hit, while a character with 5000 Health would take 375 less damage from each hit.
Necromancer
Unlock - Mermaid Rank C + Rogue Rank C + Ghost Rank C

Despite the name, not actually a necromancer and more a demonologist by default. Similar to Robot, it's a large character. Has a 300% boost on three stats: Health, Mana, and Magic Attack.



Name
Stat
Health
300
Mana
300
Speed
95
Phys. Atk
180
Phys. Def
170
Mag. Atk
300
Mag. Def
280
Crit Rate
3

Attacks:
Name
Type
MP
Description
Necrotic Lightning
Dark
+12/15/18/21
Signature Move. Hold attack to shoot necrotic lightning from your fingers
Summon Demon
Dark
-50/40/30/20
Cast an unholy circle that deals Dark damage and summons a demon familiar from a corpse in range. Can not use Demon or Zombie familiar corpses, but can use Animal familiar corpses.
Blood Sacrifice
Dark
0
Sacrifice the lowest-Health Familiar for 2/3/3/3 AttackUp Buffs. Creates a Dark explosion.
Cooldown: 12/12/9/6 sec.

Passive Ability: Blood Pact - Familiars are healed for 100/150/200/250% of all damage you do.
Dragon
Unlock: Robot Rank C + Necromancer Rank C + Egg Rank S

The final form you will learn, a large powerful dragon. Specializes in Burn debuff attacks. The dragon can fly over water similar to the ghost.



Name
Stat
Health
300
Mana
240
Speed
110
Phys. Atk
250
Phys. Def
200
Mag. Atk
250
Mag. Def
200
Crit Rate
6

Attacks:
Name
Type
MP
Description
Clawmbo
Slash
+3/3.5/4/4.5
Signature Move. Tap to swing giant claws. Hold to charge up a dash that leaves burning lava in your wake. Lava deals Light damage and inflicts Burn debuff in the area.
Fire Breath
Light
-75
Hold to breath fire. Power and range start to dwindle after 1/2/3/4 sec. Builds +35 Burn.
Reduce move speed by -50%. Mana cost is paid upfront, no cost to sustain.
Fire Ball
Light
-45/40/35/30
Tap to blast a firey fire ball. Hold to charge an exploding fire ball, leaving a lava pool that builds Burn debuff.

Passive Ability: Dragon's Dread - +10/13/16/19% Crit Chance vs Baddies that have negative Status Effects applied.
Merchant Abilities
This is a list of additional passive abilities you can buy from the merchant. Note that you may need to progress further in the game before some of these abilities become available for sale. All of these abilities require you to rank up Nobody in order to level, but they can be maxed out by Nobody Rank B rather than S.


Money Magnet - Money gets sucked right into yoru pockets. Convienent. Money value increases +10/20/30/40%. Magnet Range +0/50/100/150%.
Poison Dampener - Poison takes 25/50/75/100% longer to build on you.
Fleet Footed - You cannot move slower then 90/100/110/120 Move Speed. Can counter Slow or increase a forms speed if they are slower.
Status Extender - Negative Status Effects last 20/30/40/50% longer on baddies.
Unstoppable Underlings - Familiars cannot be knocked or interrupted. Familiar Speed +25/50/75/100%
Status 'Splosion - Inflict a negative status on a baddy to cause a Sharp explosion around them. Explosion size +25/50/75/100%.
Crit King - Crit Chance + 6/9/12/15%.
Crit Cleric - Recover 15/20/25/30% of Critical Hit damage as Health
Sure Footed - Knockback and interrupt immunity while health is at or below 50/65/80/95% Max Health.
Ranged Resistance - Incoming ranged-attack damage reduced by 15/20/25/30%.
Melee Mitigation - Incoming melee-attack damage reduced by 15/20/25/30%.
Magic Life - After Mana is depleted, Health is spent as Mana. 8/7/6/5 Health is spent instead of 1 Mana.
Mana Shield - Damage received is dealt to your mana before your Health. 50/60/70/80% less damage received as Mana.
Explosive Familiars - Familiars Explode at 10% Health. Deals 8/9/10/11 Light damage. Explosion size +0/50/100/150%.
Quick Cooldown - Cooldowns are reduced by 1/2/3/4 sec. This won't reduce a cooldown below 1 sec.
10 Comments
~ Topology ~ 29 Aug, 2023 @ 4:44pm 
Replying to .VM8RA's question: At 100% upgrades, the only thing left (due to having infinite stock) is the $1000 for 5 upgrade tokens.
Each stat upgrade is capped, with the cap being 15 if I'm not mistaken.
Light0234 20 Aug, 2022 @ 8:46am 
while there is a low unlock requirement it is insentified to keep developing forms for the extra xp and star power
YuGo 5 Aug, 2022 @ 4:30pm 
.:steamthumbsup::8bitheart:
phadin  [author] 5 Aug, 2022 @ 3:50pm 
Well, my memory can easily be faulty. I didn't start putting this together till I had everything unlocked. Coulda sworn I didn't need to get above C for anything except egg, but hey, I'm only human. Updated.
YuGo 4 Aug, 2022 @ 11:43pm 
Nope. You need both rank A for Monk.
phadin  [author] 4 Aug, 2022 @ 2:55pm 
Thats what it is, unless they've since changed things for some reason. You need Rank D Horse for Turtle, Rank D Magician for Zombie, and Rank C of both for Monk.
YuGo 3 Aug, 2022 @ 9:24pm 
Horse and Magician rank C to unlock Monk?
This is clearly wrong.
.VM8RA 30 Jul, 2022 @ 3:29pm 
Thanks. That makes more sense that they'd be upgrades to your base stats, and not the forms.
phadin  [author] 30 Jul, 2022 @ 2:16pm 
Stat increases from the merchant affect your 'base' stats, and are not per form. The forms modify the base value by a certain percent. Any purchase of stats will affect all your forms, but the amount of increase will vary because of the forms impact on your base values.I don't know what the official 'base' values actually are on the backend, so I used the 'Nobody' form as my 'base' on which I evaluated the others

I don't know what if any cap there is to buying the stats from the merchant, but the cost does increase each time. I did not play much past finishing the game myself, though there is a NG+ you can play to keep building your character stronger. I do know the cost seems to keep going up on each purchase, so even if there is no hardcap, there may be a softcap after which it is prohibitively expensive.
.VM8RA 30 Jul, 2022 @ 11:33am 
hello. do you know much about the stat increases you can buy from merchant, please?

are these infinite, and how many can a form have? I mean I'm sure you can't just endlessly keep improving a stat, right?

I'm just not sure on the system at all, and I have been bumping the magic attack on my magician (not loads, just like 5 points or something) as the build I'm working on with him really seems to benefit.

I'm only at level 20 though, so still a lot to unlock. as I couldn't find info on this topic, I just started upgrading some of my most used forms primary attack (or in the case of my turtle I gave him some defence, as these were his highest stats)

Do you know of any guides that cover these stat increases you can buy from the shop, please?