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Me punch you good!

Well it's time for the final class intro blog post! Lets get to know the Fighter better!



Fighter is a melee attacker with high strength and reduced intelligence. He punch good! There is nothing special about his basic attack, it's just a simple melee attack, but Fighter has a ton of ways to gain Strength, so that simple basic attack can do a whole ton of damage. Just hit hard! It's not that hard!



Active Abilities

Active abilities cost mana to use, but you can keep using them as many times as you want during your turn as long as you have the mana to cast them. Here's a few examples of active abilities you might get offered when your Fighter levels up. Each class has 50 active abilities in its arsenal, so this is just a small sample of all of the possibilities available.

[h2]Bull Rush[/h2]
It's a dash attack, you run forward in a straight line as far as you can go and then do a melee attack with knockback. A good way to close the gap and get in fightin' range.



[h2]Exert[/h2]
Normally you can only use your basic movement and basic attack once per turn. But if you've already used them up, you can cast Exert to re-enable them, letting you attack and move again!. You will, however, fall asleep at the end of the turn, which usually means you're skipping your next turn. Unless something wakes you up...



[h2]Spin[/h2]
Spin attack hits everything adjacent to you multiple times.



[h2]Think Too Hard[/h2]
Think Too Hard is a very low mana cost ability that makes you take damage equal to your intelligence, then the next spell you cast is free! See, you don't need to be smart to use abilities! Punch good all you need!



[h2]One-Two Punch[/h2]
One-Two Punch is a high mana cost ability that hits twice, and each hit applies Bruise. Bruise causes things to take increased damage from physical attacks, one extra damage for each stack of bruise.



[h2]Gravity Slam[/h2]
Gravity Slam has you jump to an empty tile then pulls all enemies in a large range towards you. You want a fight you'll have a fight!



[h2]Berserk[/h2]
Berserk causes you to go berserk, gaining 5 Strength and 5 Bruise, then that ability transforms into Berserker Dash for the rest of the fight. Berserker Dash is a half range version of Dash with no knockback and a really cheap mana cost, however it does physical damage to yourself when you use it. Just be careful about when you use that, since that 5 Bruise will make you very fragile!



Passive Abilities

Passive abilities do not cost mana and don't need to be "used". As long as your cat has the passive, it just constantly effects them in some way. Here's a few examples of passive abilities you might get offered when your Fighter levels up. Each class has 25 passive abilities available to them, so again this is just a small sample.

[h2]Dumb Muscle[/h2]
Every time you take damage, you lose 1 intelligence (just for the fight). While you have 4 or less intelligence, you get +2 strength and your basic attack inflicts Bruise. If your intelligence is 0 (or less...), you have +100% critical hit chance. No think! Only punch!



[h2]Undercat[/h2]
You have +2 Strength and +1 Brace (damage reduction) for every adjacent enemy. 1v4? So it's a fair fight then...



[h2]Hit Me[/h2]
Every time you take damage from an ally, you automatically use your basic attack in the direction you're facing. Damage from allies is reduced to 1.



Fighter is a great class for those who just want to punch things to death. Maybe support him a bit so he doesn't get himself into too much trouble though.


Well that's it for class intros! Oh Wait... there's still Collarless. Well... see you again in 2 weeks to cover more about how Collarless cats and abilities work!

- Tyler

Let the hunt begin!

It's 2024! And another Mewgenics Monday! This time, you voted for the Hunter class, so let the hunt begin!



Hunter is a long range physical attacker. Hunters can attack things from very far away, but are basically incapable of hitting things that get close to you. Hunters have the highest Dexterity in the game and increased Luck, at the expense of Constitution and Speed. With that amount of range you don't really need to move that much anyway.

Hunter's basic attack is a lobbed projectile that has very high range, but cannot target tiles close to you. Lobbed attacks can go over things when you shoot them and don't have a line of sight restriction like the other ranged attacks do, and since it's a ranged attack, it scales its damage with Dexterity. Basic Attacks can be used once a turn for free, even if you cast other spells or used items.



Active Abilities

Active abilities cost mana to use, but you can keep using them as many times as you want during your turn as long as you have the mana to cast them. Here's a few examples of active abilities you might get offered when your Hunter levels up. Each class has 50 active abilities in its arsenal, so this is just a small sample of all of the possibilities available.

[h2]Marked[/h2]
Marked lets you mark something. Marked causes physical attacks against whatever you mark to never miss, always crit, and pierce past shields, always damaging health instead. Marked lasts until the thing you marked takes its turn, so it benefits the rest of your team as well.



[h2]Bramble Shot[/h2]
Bramble shot fires a ball of brambles that does small damage in an AOE and causes brambles to grow on the affected tiles. Brambles slow movement and damage things that move through them.



[h2]Needle Shot[/h2]
Needle Shot is a very cheap projectile attack that deals 1 damage and applies 1 Thorn to what it hits. See the Tank post for a reminder about what Thorns does. Needle shot is also piercing, meaning if an enemy is protected by shields or holy shield, it will ignore that and damage health directly.



[h2]Bear Trap[/h2]
Places a Bear Trap on the map. If anything moves over the bear trap, it immobilizes and damages what it catches.



[h2]Ball Of Spiders[/h2]
Throw a ball of spiders at something! This deals small damage if you hit something with it, but also spawns 3 spider familiars on adjacent tiles as well. Spiders are fast, low-damage familiars that infest what they attack. When an infested character dies, the spiders re-emerge from the body, destroying the corpse automatically.



[h2]Collect Pelt[/h2]
Destroy a corpse (melee range) and equip its skin! (if you have empty armor slots for it to go into)



[h2]Pheromones[/h2]
Charm an enemy. It takes an extra turn immediately. Charmed enemies will attack other enemies.



Passive Abilities

Passive abilities do not cost mana and don't need to be "used". As long as your cat has the passive, it just constantly effects them in some way. Here's a few examples of passive abilities you might get offered when your Hunter levels up. Each class has 25 passive abilities available to them, so again this is just a small sample.

[h2]Brood Mother[/h2]
Brood Mother causes familiars you spawn to have increased damage and health. This also applies to enemies you charm.



[h2]Quiver[/h2]
Quiver lets the hunter save up unused basic attacks for future turns. Simple but extremely versatile.



[h2]Rubber Arrows[/h2]
Rubber Arrows causes all of your projectiles to bounce to a nearby enemy after they hit their primary target.



Hunter is a great long range damage dealer and support class, just don't let anything get near him and he'll be a huge asset to any team!

The last class to show off is Fighter, so see you in 2 weeks to show off that thick skulled mf.

- Tyler

The Cleric

It's another Mewgenics Monday and its time to show off the Cleric class!



Cleric is your main healer and support class. Clerics have increased Constitution and Charisma, at the expense of low speed. They don't have as much constitution (max HP) as the Tank, but they have enough to take a few hits when they need to, and the Charisma (max and starting mana) helps let you save your heals and support spells for when they're the most useful.

Cleric's basic attack is a contextual ability with Holy element baked in. When used on an enemy, its a standard melee attack. When used on an ally, its a heal instead. Since it's melee, the damage/heal scales with Strength. Basic Attacks can be used once a turn for free, even if you cast other spells or used items, so Cleric *always* has the ability to heal your friends if you need to, even without learning any other skills!



Active Abilities

Active abilities cost mana to use, but you can keep using them as many times as you want during your turn as long as you have the mana to cast them. Here's a few examples of active abilities you might get offered when your Cleric levels up. Each class has 50 active abilities in its arsenal, so this is just a small sample of all of the possibilities available.

Most of cleric's abilities cannot target himself, so while clerics are very good at keeping their team alive, they do have to be careful when it comes to their own health and wellbeing.

[h2]Prayer[/h2]
Prayer is a large AOE holy-element heal spell. It doesn't heal a lot, but its a great way to keep your team topped off. Holy element has interactions as well... but you will have to experiment for yourself to learn them, as its interactions are less obvious than the other elements.



[h2]Rally[/h2]
Rally lets you command another unit to make an attack, right now! Well provided there is something in range for it to attack.



[h2]Adoubement[/h2]
Adoubement is a low range single target heal that also grants a random stat up AND cleanses off any debuffs the cat may have had, like Poison or Slow. There is a catch however, once you've used Adoubement on a cat, that cat gets marked as The Alpha, and from then on Adoubement can *only* target that cat, though its range becomes infinite as well. Be smart about who you choose to make Cat Pope!



[h2]Emergency[/h2]
Emergency will make you run next to whichever ally has the most missing health, trampling anything in the way. Even though the cleric is normally slow, he can haul ass in an emergency.



[h2]Heretic Mark[/h2]
Mark an enemy as a Heretic. Until your next turn, other enemies will see the heretic as an enemy to them and attack it if they're in range



[h2]Hallowed Ground[/h2]
Spawns a Blessing pickup on a nearby tile of your choice. Collecting a Blessing grants 1 Holy Shield to the cat that collects it. If a cat with a Holy Shield would take any amount of damage, it instead loses 1 Holy Shield.



[h2]Revive[/h2]
Revives a downed unit at 50% of its max HP AND heals one of its injuries (broken leg, etc) at random. As a reminder, when cats get downed they obtain a random injury, which usually have the effect of just permanently lowering one of the cats stats. Revive is fairly expensive and melee range only, so its usually better to try and just keep your allies alive instead. But in a pinch... a revive can be just what you need.




Passive Abilities

Passive abilities do not cost mana and don't need to be "used". As long as your cat has the passive, it just constantly effects them in some way. Here's a few examples of passive abilities you might get offered when your Cleric levels up. Each class has 25 passive abilities available to them, so again this is just a small sample.

[h2]Evil Patron[/h2]
All of your healing abilities will instead deal damage if used on enemies.



[h2]Sharing Is Caring[/h2]
When you collect a pickup (other than coins), apply the effects of it to all of your allies as well. Sharing is caring!



[h2]Thou Shalt Not Kill[/h2]
Whenever an enemy gets a kill (even against tiny things like flies and maggots), Smite them with a holy lightning bolt from the sky! God looks the other way when its you or your allies doing the killing though.




Cleric is a welcome addition to pretty much any team. Be the best friend and help your other cats achieve the success they are destined for! You can judge them a little too.

Anyway because of the holidays the next post will be in 3 weeks, so see you then with whichever class you vote to see next! Only Hunter and Fighter are left!

- Tyler

Thief!!

Well its time for another class teaser! We did the Tank last time and then you voted on what class to show off next, and Thief won by just a little bit! So lets take a look!



Thief is the most mobile class in the game, with the highest base speed of any cat class. That means he's often taking the first turn every round, and has high enough movement range that he can pretty much always get where he wants to go without too much trouble. He is very squishy though, so be careful about sending him too into enemy territory without your other cats being able to get to him to back him up! Or just stack up all the evasive abilities you can!

Thief's basic attack is a short ranged nail throw attack. The nail can only be thrown in cardinal directions, and only up to 3 tiles away, so you have to be lined up with an enemy to actually hit it. Positioning is very important with the Thief! Basic Attacks can be used once a turn for free, even if you cast other spells or used items.



While the thief's basic attack is a ranged attack, he has plenty of melee and ranged skills he can learn alongside that, making him more of a hybrid attacker.

Active Abilities

Active abilities cost mana to use, but you can keep using them as many times as you want during your turn as long as you have the mana to cast them. Here's a few examples of active abilities you might get offered when your Thief levels up. Each class has 50 active abilities in its arsenal, so this is just a small sample of all of the possibilities available.

Most Thief abilities have very low mana costs, which means you're often doing a lot of small things on your turn, rather than saving up for one big thing. But those small things add up very quickly, and thief can be a powerhouse in the late game as a result... if you can survive until then.

[h2]Backflip[/h2]
Backflip is an evasive ability that causes you to backflip out of the way of an attack from an enemy, before the enemy makes the attack! Thief can't take too many hits directly, so just avoid them instead!

(this makes the game count as a souls-like)

[h2]Assassinate[/h2]
Assassinate is a very high damage attack with increased critical hit chance. The only catch is, you can only use it from behind. Being behind an enemy is good for more than just Assassinate however. All physical attacks do more damage when you hit things from behind! Backstab everything if you can!



[h2]Coin Toss[/h2]
Coin Toss lets you throw a coin in a straight line at something, and it doesn't even cost mana to use! However, coin toss requires you to pick up a coin before you can use it. Don't worry, you can go pick up the coin again after you toss it though! Most battlefields have a couple of coins scattered around them at the start, but there are other ways to gain coins as well.



[h2]Steal Kidney[/h2]
Steal Kidney is a weak melee attack, however if it crits, and your trinket/consumable item slot is empty, you steal a kidney! A kidney is a consumable item that you can eat to heal 10 health and cleanse off any debuffs you had. Delicious!



[h2]Stalk[/h2]
Stalk lets you target any enemy on the map (infinite range!), then at the start of your next turn you will automatically teleport directly behind them, even if they moved off their original position.



[h2]Cheat[/h2]
Cheat increases your Luck by 5 until your next turn. What does luck do, you ask? Well... luck effects EVERYTHING that has a random chance of occurring. Want to get critical hits more often? Luck. Hiding in tall grass and want better odds of actually dodging attacks? Luck. Enemy hiding in tall grass and you want a better chance of hitting it? Luck. A spell with a small chance of a bonus effect? You guessed it, Luck. Hitting a trash bag and want better loot out of it? Of course its luck. With how much Thief enjoys his evasion, critical hits, status effects, and loot, that much extra luck, even temporarily, is a huge bonus.



[h2]Poison Nail[/h2]
Poison nail is a cheap ranged attack that does a small amount of damage and inflicts Poison on what it hits. Things that are poisoned take damage every turn equal to the amount of poison they have. Poison does not go away on its own, but there are a couple of relatively easy ways to cure it.



Passive Abilities

Passive abilities do not cost mana and don't need to be "used". As long as your cat has the passive, it just constantly effects them in some way. Here's a few examples of passive abilities you might get offered when your Thief levels up. Each class has 25 passive abilities available to them, so again this is just a small sample.


[h2]After Image[/h2]
After image makes it so whenever you move (whether it be from your basic move ability, a spell, a knockback effect, anything) you leave behind a 1HP shadow of yourself that mimics your basic attack whenever you use your basic attack. The shadows fade away at the end of your turn.



[h2]Swift Looter[/h2]
While you can normally only use your basic movement ability once per turn, Swift Looter makes it so whenever you pick up a coin it re-enables your movement ability.



[h2]Stealthed[/h2]
Start each fight in Stealth. While in Stealth, you have 75% dodge chance, but stealth goes away once you take damage. You can remain in stealth while moving and attacking however, just don't get hit!




Thief is extremely effective when played well, but very fragile if you make a mistake and leave him out in front unprotected. Play to his strengths, take advantage of his mobility and evasion, stay out of danger and you will slice enemies to bits and take all their stuff!

We got Fighter, Hunter, and Cleric left to go. What do you want to see next?

The Chonk

Last week, we went a bit more depth into how The Mage class works, and this week we will be going over the next most-requested cat class, The Tank!



The tank is one heckin' chonker of a cat, who's main role in the team is to absorb the hits you don't want your other cats to take, and control the positioning and movement of enemies so that they can't tear through your team with ease. Tanks have extremely high Constitution, which gives them a ton of max health and post-combat health regen, so they can take a beating and shrug it off after.

This is tank's Basic Attack. He lunges forward 1 space and then headbutts what he hits, knocking it back one space. Its a very important and versatile part of the Tank's kit, it helps him get closer to enemies while keeping the enemies away from your squishy team, and can cause extra damage if you can make the things you knock back collide into other things. Basic Attacks can be used once a turn for free, even if you cast other spells or used items.



Active Abilities

Active abilities cost mana to use, but you can keep using them as many times as you want during your turn as long as you have the mana to cast them. Here's a few examples of active abilities you might get offered when your Tank levels up. Each class has 50 active abilities in its arsenal, so this is just a small sample of all of the possibilities available.

[h2]Toss[/h2]
Ok we showed this one off in the first post about active abilities, so I'm throwing this one in here again for free. Toss lets you throw something that is next to you to a tile of your choice, dealing 1 collision damage to it when they land. You can use it to get allies out of danger (if you're ok with them taking 1 damage), get enemies away from your team, deal the last point of damage to something, or even throw corpses to your teammates so they can get at the juicy loot inside of it quicker. There's always a use for Toss and its one of the Tank's quintessential abilities.




[h2]Mock[/h2]
Mock lets you mock an enemy, causing it to immediately move towards you (as far as it can normally move, anyway). Come say that shit to my face! A useful way to get things next to you considering most of your skills are melee range.... and your basic attack pushes things out of melee range.



[h2]Suplex[/h2]
Come on and SLAM!
(Suplex doesn't need an explanation. its Suplex)




[h2]Body Guard[/h2]
Body Guard is a very low-mana-cost ability that causes the tank to get ready to swap places with an ally the next time any ally is targeted by an attack, letting the tank take the hit instead. He can handle it! Just watch that life total...




[h2]Barbed Wire[/h2]
Lets you give 5 Thorns to something (an ally, an enemy, an object, or even yourself), temporarily until your next turn. Thorns deal damage to things that make body contact with the thorny character, which is USUALLY when something melee attacks it, but there are also a large number of abilities and passives that count as making contact, such as knock back collision, trample, body slams, and others.




[h2]Rock Crusher[/h2]
Rock Crusher lets you body slam any rock on the map, causing it to explode and damage everything next to it! Get fucked, rocks!



Wait, we haven't explained Rocks yet, have we? Battlefields often have these small rocks placed on around that seem like decoration, but can actually be used as weapons. Rocks are sturdy and only take 1 damage at a time when attacked, but when attacked they get knocked back as far as they can and deal 5 damage on collision.




[h2]Earthquake[/h2]
This is a cone shaped earth-element spell that deals low damage, has a chance to spawn rocks, and has a small chance to Petrify things that get hit by it. Petrify acts like a stun but also causes a character to count as a rock until its next turn (and behave like one as well). As an earth element spell, Earthquake also turns all the tiles it hits into dirt. A decent way to put out fires or fill water.




Passive Abilities

Passive abilities do not cost mana and don't need to be "used". As long as your cat has the passive, it just constantly effects them in some way. Here's a few examples of passive abilities you might get offered when your Tank levels up. Each class has 25 passive abilities available to them, so again this is just a small sample.

[h2]Chain Knockback[/h2]
Collision damage you cause causes knockback. As a bonus it also makes all knockback you cause go 1 tile farther. If you line things up properly you can chain the knockback through the whole line!




[h2]Pet Rocks[/h2]
All rocks you spawn are alive! Also you spawn one rock at the start of combat. Pet rocks take turns and can knock themselves into your enemies if they have a clear path. Fear the ROCK ARMY.




[h2]Cat-A-Pult[/h2]
Cat-A-Pult causes all of your allies to have their movement ability replaced with Cat-A-Pult if they are standing next to you, which is an infinite range toss from the tank. He can send you anywhere you want to go! Just... don't get too deep into enemy lines without your tank nearby.




Positioning is a huge part of the combat in this game and there's no better class than Tank to take advantage of all the ins and outs and ups and downs of that.

Anyway which class are you most interested in learning about next? We still got Thief, Hunter, Fighter, and Cleric to go! (And Collarless...)

See you in 2 weeks with whatever class you wanna see next!
- Tyler