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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

Cat Magic!

The next 6 blog posts we will be going a bit more in depth to the capabilities of each of the classes your cats can be! This week we will start off the showcase with the main magical spellcasting class in the game, the Mage.



Mage's basic attack is a weak short ranged attack that doesn't do that much damage. But he makes up for it by having plenty of powerful elemental spells and the intelligence to cast them often.


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 Mage 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]Surf[/h2]
Surf is a basic AOE (area of effect) water element spell that damages and pushes the things that it hits. And since it's water element, it also makes everything it hits wet.





[h2]Bolt[/h2]
Bolt is... well its lightning bolt. Its an electric element spell that has a small chance to stun whatever you hit with it. Since it's electric element, it can chain through water tiles, wet characters, or anything else conductive. Everyone loves a good ol' lightning bolt!





[h2]Chaos Teleport[/h2]
Chaos Teleport only costs 1 mana and it can teleport you anywhere on the map! The only problem is... where you end up is completely random! But that's no problem, just keep spamming it until you end up where you want to be. What could go wrong?





[h2]Hyper Beam[/h2]
Hyper Beam does an insane amount of damage. It just takes some time after you cast it for it to actually go off. Predict where the enemies will be next turn, or find some other way to force them to stay on the tile you're trying to hyperbeam and.... well... there wont be an enemy there anymore.





[h2]Blizzard[/h2]
Blizzard is a high mana cost Ice and Wind element spell. It damages, slows, knocks back, and has a small chance to freeze in a large area in front of you. It's expensive, so you may need to save mana to be able to cast this, but it's absolutely worth it when you do.





[h2]Forbidden Flame[/h2]
Forbidden Flame costs 0 mana, though you can only use it once per battle. When you do, you burn the ENTIRE map, conveniently avoiding your allies, and deal high damage and burn to all enemies. Forbidden magic takes a toll on your mind however. You will gain a permanent mental disorder after casting this, slowly growing more and more corrupt until you lose your mind.




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 Mage levels up. Each class has 25 passive abilities available to them, so again this is just a small sample.


[h2]Energy Storm[/h2]
Energy Storm is a passive that makes your cat doublecast every 3rd spell he casts each turn. Its pretty great when you can plan out your turn to get a doublecast on a big expensive spell by casting a couple cheaper spells first!





[h2]Ice Aspect[/h2]
Ice Aspect is a passive that makes your cat Ice element, Ice immune, and causes enemies who attack you take 1 Ice damage and get slowed. It also lets you damage Frozen things (normally Frozen enemies are immune to damage until they thaw out, but with Ice Aspect you can pierce past that and damage them) Also it lets you do this! A must-have for any Ice mages.





Mage is a fun class who only gets better the more you learn how all the elements interact with each other. Experiment and discover how the world works. Or just burn it all down! Mage can do both!

What class do you want to hear more about next time? Fighter, Thief, Hunter, Tank, or Cleric?

NPC PARTY!

I think it's time to finally introduce (or reintroduce for those of you who were here from the jump) you to the NPCs of Mewgenics! Boon County is riddled with eccentric weirdos who want things and will pay you handsomely for getting their needs met. Others are there to sell you things. So either way, everyone's getting something from this exchange! Let's meet some of them!




Dr. Beanies is the creator of a crazy concept he calls... Mewgenics! A firm believer in the forced evolution of the greatest species known to man, the domesticated cat! Beanies only has a few cats left and is willing to let you choose one to start your Mewgenics adventure. The doctor is your primary contact in Mewgenics. He's there to push you down whatever path he feels is best for the future of humanity and will reward you handsomely if you follow his directions!




Butch is a real man, a true man's man. Butch runs the underground cat fight ring in town and may become a serious asset when it comes to understanding how to braid razorblades into your butt hair, just in case someone attacks you from behind! Butch is a great source for tips and will also dish out a few side quests for you if you play your cards right.




Do you like junk? One man's trash is another man's junk and Baby Jack has all kinds of garbage for you! Need some rotten food to decorate your vintage table? He's got that! Want a taxidermied raccoon to give your cats fleas? How about an old TV and a skeleton? He's got those too! Baby Jack has literally all your housewarming needs, and each purchase gets him a bit closer to freeing his Nona from the giant hoard that trapped her in their basement years ago.




Tink runs the local cat beauty pageants and is great with a camera! A bit of an eccentric, Tink deals in some pretty specific challenges that you'll never forget!




What do you get when you remove 70% of Tom Nook's brain? FRANK! That's right, Frank is the only remaining architect in Boon County and your only hope when it comes to expanding your little shack. Frank lives in the sewer under your house, and your voice really carries through those pipes. So not only does he know and understand your needs, he's also there to support you in all your horrible life choices!




Tracy is the last remaining employee at the local P-Mart. So, whether you like her or not, you will need to deal with her if your cats need to be fed or cured of some rare disease.


These are the 6 initial NPCs you will run into in Mewgenics. They range greatly in what they have to offer and each one has a very distinct flavor, the flavor of trash juice!

Boon County, here we come!

-Edmund