Mewgenics.Online

Mewgenics Necromancer
ROLE: TankTIER: #7

Necromancer

"Rise from the dead! A self-healing tank playing with corpses."

STAT MODIFIERS:+2 CON, +1 CHA, -2 STR

Unlock Requirement

Beating The Boneyard

Strengths

  • Excellent tanking stats
  • Self-sustain (Leech)
  • Revive mechanics

Weaknesses

  • Low base damage
  • Requires very specific skill combos to shine

Recommended Meta Build

Meta Build: Play as a Tank that heals itself. The ultimate combo is "Play Dead" + "Full Screen Soul Link". Synergizes incredibly well with a Cleric\'s "Thou Shalt Not Kill" passive.

necromancer Ability Codex

Showing 117 exclusive skills and passives available in the pool.
Mewgenics Melee Attack / Heal
Basic Attack
LVL 1

Melee Attack / Heal

1 AP 0 Mana

Heals allies but damages enemies.

No upgrade available.
Mewgenics Ranged Attack / Heal
LVL 1

Ranged Attack / Heal

1 AP 0 Mana

Heals allies but damages enemies.

No upgrade available.
Mewgenics Leech Shot
Basic Attack
LVL 1

Leech Shot

1 AP 0 Mana

A lobbed attack that inflicts Leech 1.

No upgrade available.
Mewgenics wp_TinaScream
LVL 1

wp_TinaScream

0 AP 0 Mana

Inflict Fear on all enemies.

No upgrade available.
Mewgenics Healing Word
Default
LVL 1

Healing Word

1 AP 5 Mana

Heal a unit at range.

LVL 2

Healing Word

1 AP 5 Mana

Heal other units in an area at range.

Mewgenics Cure Wounds
Defense
LVL 1

Cure Wounds

1 AP 5 Mana

Heal an adjacent unit.

LVL 2

Cure Wounds

1 AP 5 Mana

Heal all adjacent units.

Mewgenics Malaise
Misc
LVL 1

Malaise

1 AP 5 Mana

Inflict Weakness on units in an area.

LVL 2

Malaise

1 AP 5 Mana

Inflict Weakness and Poison on units in an area.

Mewgenics Open Wounds
Attack
LVL 1

Open Wounds

1 AP 8 Mana

An attack that deals more damage the less health the target unit has. (based on their health percent)

LVL 2

Open Wounds

1 AP 8 Mana

An attack that deals even more damage the less health the target unit has. (based on their health percent)

Mewgenics Prayer
Defense
LVL 1

Prayer

1 AP 4 Mana

Heal units in an area.

LVL 2

Prayer

1 AP 4 Mana

Heal units in a larger area. Infinite range.

Mewgenics Convert
Misc
LVL 1

Convert

1 AP 6 Mana

Inflict Charm 2 on an adjacent unit.

LVL 2

Convert

1 AP 6 Mana

Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.

Mewgenics Cleanse
Defense
LVL 1

Cleanse

1 AP 3 Mana

Remove all debuffs from units in an area.

LVL 2

Cleanse

1 AP 3 Mana

Remove all debuffs from units in an area. Those units get +1 for each debuff removed.

Mewgenics Purge
LVL 1

Purge

1 AP 3 Mana

Remove all buffs from a unit.

LVL 2

Purge

1 AP 3 Mana

Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.

Mewgenics Heretic Mark
Attack
LVL 1

Heretic Mark

1 AP 10 Mana

Inflict Ostracized 2 on a unit.

LVL 2

Heretic Mark

1 AP 10 Mana

Inflict Ostracized 4 on a unit.

Mewgenics Zealot
Defense
LVL 1

Zealot

1 AP 7 Mana

Gain +1 .

LVL 2

Zealot

1 AP 5 Mana

Gain +1 . (This spell costs less.)

Mewgenics Haste
Misc
LVL 1

Haste

1 AP 3 Mana

Give a unit +10 until the end of its next turn.

LVL 2

Haste

1 AP 3 Mana

Give units in an area +10 until the end of their next turns.

Mewgenics Rally
Attack
LVL 1

Rally

1 AP 8 Mana

Force a unit to attack one of its enemies.

LVL 2

Rally

1 AP 8 Mana

Force units in an area to each attack one of their enemies.

Mewgenics Buddy Up
Move
LVL 1

Buddy Up

1 AP 4 Mana

Jump to an open tile next to an ally.

LVL 2

Buddy Up

1 AP 3 Mana

Jump to an open tile next to an ally. (This spell costs less.)

Mewgenics Healing Fall
Move
LVL 1

Healing Fall

1 AP 8 Mana

Jump to an open tile, then heal each adjacent unit.

LVL 2

Healing Fall

1 AP 5 Mana

Jump to an open tile, then heal each adjacent unit. (This spell costs less.)

Mewgenics Holy Dash
Move
LVL 1

Holy Dash

1 AP 8 Mana

Dash forward, heal a unit and give it a random stat up.

LVL 2

Holy Dash

1 AP 5 Mana

Dash forward, heal a unit and give it 3 random stat ups.

Mewgenics Reverse Damage
Defense
LVL 1

Reverse Damage

1 AP 4 Mana

Reverse the last damage an adjacent unit took.

LVL 2

Reverse Damage

1 AP 4 Mana

Reverse the last damage a unit within range took.

Mewgenics Rebuke
Attack
LVL 1

Rebuke

1 AP 5 Mana

Deal damage to a unit equal to the damage that unit last dealt.

LVL 2

Rebuke

1 AP 5 Mana

Deal damage to a unit equal to twice the damage that unit last dealt.

Mewgenics Wish
Defense
LVL 1

Wish

1 AP 3 Mana

Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)

LVL 2

Wish

1 AP 3 Mana

Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)

Mewgenics Witch Hunt
Misc
LVL 1

Witch Hunt

1 AP 4 Mana

Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.

LVL 2

Witch Hunt

1 AP 2 Mana

Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)

Mewgenics Friend or Foe
Attack
LVL 1

Friend or Foe

1 AP 5 Mana

A ranged spell that heals allies and damages enemies.

LVL 2

Friend or Foe

1 AP 5 Mana

An infinitely ranged spell that heals allies and damages enemies.

Mewgenics Revive
Misc
LVL 1

Revive

1 AP 8 Mana

Revive a body to 50% HP and cure one of its injuries.

LVL 2

Revive

1 AP 8 Mana

Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.

Mewgenics Holy Light
Attack
LVL 1

Holy Light

1 AP 12 Mana

Heal allies and damage enemies in an area. This spell has half effect outside its center.

LVL 2

Holy Light

1 AP 8 Mana

Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)

Mewgenics Ethereal
Defense
LVL 1

Ethereal

1 AP 16 Mana

Gain 4 , 3 , heal 2 HP, and Brace 1.

LVL 2

Ethereal

1 AP 16 Mana

Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.

Mewgenics Born Again
Misc
LVL 1

Born Again

1 AP 10 Mana

Revive a body to 100% HP and give it All Stats Up, then you fall asleep.

LVL 2

Born Again

1 AP 10 Mana

Revive a body to 100% HP and give it All Stats Up.

Mewgenics Benediction
Defense
LVL 1

Benediction

1 AP 5 Mana

Heal EVERYTHING for 2 HP.

LVL 2

Benediction

1 AP 3 Mana

Heal EVERYTHING for 2 HP. (This spell costs less.)

Mewgenics Crusade
Move
LVL 1

Crusade

1 AP 3 Mana

You and your allies move toward the nearest enemy.

LVL 2

Crusade

1 AP 3 Mana

You and your allies move toward the nearest enemy and gain +1 .

Mewgenics Hallowed Ground
General
LVL 1

Hallowed Ground

1 AP 5 Mana

Spawn a blessing pickup on an empty tile in range.

LVL 2

Hallowed Ground

1 AP 4 Mana

Spawn a blessing pickup on any empty tile.

Mewgenics Enlighten
General
LVL 1

Enlighten

1 AP 8 Mana

Another unit's next spell is free.

LVL 2

Enlighten

1 AP 6 Mana

Another unit's next spell is free. Infinite range. (This spell costs less.)

Mewgenics Anoint
General
LVL 1

Anoint

1 AP 4 Mana

Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.

LVL 2

Anoint

1 AP 4 Mana

Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.

Mewgenics An Eye for an Eye
Attack
LVL 1

An Eye for an Eye

1 AP 5 Mana

A melee attack that inflicts Blind 5 and Bleed 1.

LVL 2

An Eye for an Eye

1 AP 5 Mana

A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.

Mewgenics Wrath of God
Attack
LVL 1

Wrath of God

1 AP 10 Mana

Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.

LVL 2

Wrath of God

1 AP 10 Mana

Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.

Mewgenics Adoubment
Defense
LVL 1

Adoubment

1 AP 5 Mana

Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.

LVL 2

Adoubment

1 AP 5 Mana

Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.

Mewgenics Divine Protection
Defense
LVL 1

Divine Protection

1 AP 10-X*6 Mana

Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.

LVL 2

Divine Protection

1 AP 10-X*6 Mana

Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.

Mewgenics Chosen Warrior
Misc
LVL 1

Chosen Warrior

1 AP 6 Mana

Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.

LVL 2

Chosen Warrior

1 AP 4 Mana

Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)

Mewgenics Swift Servant
Move
LVL 1

Swift Servant

1 AP 4 Mana

Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.

LVL 2

Swift Servant

1 AP 4-X Mana

Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.

Mewgenics Divine Gift
Defense
LVL 1

Divine Gift

1 AP 10-X Mana

Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)

LVL 2

Divine Gift

1 AP 10-X Mana

Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)

Mewgenics Holy Weapon
Attack
LVL 1

Holy Weapon

1 AP 0 Mana

A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)

LVL 2

Holy Weapon

1 AP 0 Mana

A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)

Mewgenics Stand In
Move
LVL 1

Stand In

0 AP 2 Mana

Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.

LVL 2

Stand In

0 AP 2 Mana

Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.

Mewgenics Awaken
Misc
LVL 1

Awaken

1 AP 1 Mana

Revive a body to 1 HP.

LVL 2

Awaken

1 AP 1 Mana

Revive a body to 1 HP. Give that unit +1 and All Stats Up.

Mewgenics Fury Heal
Defense
LVL 1

Fury Heal

1 AP 5 Mana

Heal an adjacent unit 2 to 6 times.

LVL 2

Fury Heal

1 AP 5 Mana

Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.

Mewgenics Pray
Misc
LVL 1

Pray

1 AP 4 Mana

Give another unit +5 until the end of its next turn.

LVL 2

Pray

1 AP 4 Mana

Give allies +5 and enemies -5 until the end of their next turns, in an area.

Mewgenics Emergency
Move
LVL 1

Emergency

0 AP 5 Mana

Run next to the ally with the most missing health. Trample all in the way.

LVL 2

Emergency

0 AP 3 Mana

Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)

Mewgenics Guardian Angel
Defense
LVL 1

Guardian Angel

1 AP 8 Mana

Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.

LVL 2

Guardian Angel

1 AP 6 Mana

Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.

Mewgenics Booster
Defense
LVL 1

Booster

1 AP 6 Mana

Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.

LVL 2

Booster

1 AP 5 Mana

Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.

Mewgenics Stimulants
Move
LVL 1

Stimulants

1 AP 4 Mana

You and adjacent units gain +2 .

LVL 2

Stimulants

1 AP 4 Mana

You and adjacent units gain +2 and +1 .

Mewgenics Blinding Lights
Misc
LVL 1

Blinding Lights

1 AP 4 Mana

Inflict Blind 1 on each unit in an area.

LVL 2

Blinding Lights

1 AP 4 Mana

Inflict Blind 2 on each unit in a larger area.

Mewgenics Circle of Protection
Defense
LVL 1

Circle of Protection

1 AP 8 Mana

Give +1 to each unit within 2 tiles of you.

LVL 2

Circle of Protection

1 AP 6 Mana

Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)

Mewgenics Call Over
Move
LVL 1

Call Over

1 AP 2 Mana

Make an ally move toward you.

LVL 2

Call Over

1 AP 2 Mana

Make an ally move toward you. Infinite range.

Mewgenics Grace
Misc
LVL 1

Grace

1 AP 3 Mana

You or an adjacent unit gains a random positive effect.

LVL 2

Grace

1 AP 3 Mana

You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.

Mewgenics Turn Foe
Move
LVL 1

Turn Foe

1 AP 2 Mana

Force a nearby unit to move away from you.

LVL 2

Turn Foe

1 AP 2 Mana

Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.

Mewgenics Healing Salve
Defense
LVL 1

Healing Salve

1 AP 4 Mana

You or an adjacent unit gains +1 Health Regeneration.

LVL 2

Healing Salve

1 AP 4 Mana

You or an adjacent unit gains +2 Health Regeneration.

Mewgenics Decompose
Misc
LVL 1

Decompose

1 AP 5 Mana

Explode a body and spawn 3 Leeches.

LVL 2

Decompose

1 AP 5 Mana

Explode a body and spawn 5 Leeches.

Mewgenics Reanimate
Misc
LVL 1

Reanimate

1 AP 5 Mana

Resurrect a body to half HP. It becomes a Zombie and joins your team.

LVL 2

Reanimate

1 AP 5 Mana

Resurrect a body to full HP. It becomes a Zombie and joins your team.

Mewgenics Rebirth
Move
LVL 1

Rebirth

0 AP 5 Mana

Teleport into a body, destroying it to heal 4 HP, gain +1 and +1 .

LVL 2

Rebirth

0 AP 3 Mana

Teleport into a body, destroying it to heal 4 HP and gain All Stats Up.

Mewgenics Pestilence
Attack
LVL 1

Pestilence

1 AP 4 Mana

Deal 1 damage to all units.

LVL 2

Pestilence

1 AP 3 Mana

Deal 1 damage to all units. (This spell costs less.)

Mewgenics Weakness
Defense
LVL 1

Weakness

1 AP 5 Mana

Inflict Weakness 5 on a unit.

LVL 2

Weakness

1 AP 5 Mana

Give a unit Weakness 5 and All Stats Down.

Mewgenics Dark Ritual
Misc
LVL 1

Dark Ritual

1 AP 2 Mana

Destroy an adjacent body. The next spell you cast costs 0 mana.

LVL 2

Dark Ritual

1 AP 2 Mana

Destroy an adjacent body. The next 2 spells you cast cost 0 mana.

Mewgenics Evil Incarnate
Defense
LVL 1

Evil Incarnate

1 AP 15 Mana

Inflict Fear on all enemies.

LVL 2

Evil Incarnate

1 AP 12 Mana

Inflict Fear 1 and Weakness 2 on all enemies.

Mewgenics Soul Link
Misc
LVL 1

Soul Link

1 AP 6 Mana

Inflict Soul Link on units in an area.

LVL 2

Soul Link

1 AP 6 Mana

Inflict Soul Link on units in a large area.

Mewgenics We Are One
Misc
LVL 1

We Are One

1 AP 15 Mana

Inflict Soul Link on yourself and every enemy.

LVL 2

We Are One

1 AP 15 Mana

Inflict Soul Link on yourself and every enemy. Gain +2 and heal 8 HP.

Mewgenics Blood Rain
Defense
LVL 1

Blood Rain

1 AP 3 Mana

Take 1 damage and heal all allies 1 HP.

LVL 2

Blood Rain

1 AP 3 Mana

Take 1 damage, heal all allies 1 HP and give them +1 mana.

Mewgenics Eternal Servitude
Misc
LVL 1

Eternal Servitude

1 AP 12 Mana

Resurrect an enemy body to full HP. It joins your team.

LVL 2

Eternal Servitude

1 AP 12 Mana

Resurrect an enemy body to full HP. It joins your team and takes an extra turn after this one.

Mewgenics Death Bloom
Attack
LVL 1

Death Bloom

1 AP 0 Mana

Explode a body, dealing damage and Knockback to adjacent units.

LVL 2

Death Bloom

1 AP 0 Mana

Explode a body, dealing damage and Knockback to units in a large area.

Mewgenics Scare
Move
LVL 1

Scare

0 AP 6 Mana

Teleport in front of an enemy then Knockback each adjacent unit 4 tiles.

LVL 2

Scare

0 AP 6 Mana

Teleport in front of an enemy then inflict Knockback 4 and Fear on each adjacent unit.

Mewgenics Soul Transfer
Defense
LVL 1

Soul Transfer

1 AP 1 Mana

Give a unit +1 and heal it 4 HP. You gain -1 and lose 4 health.

LVL 2

Soul Transfer

1 AP 1 Mana

Give a unit +1 and heal it 4 HP. You gain -1 and lose 4 health. This spell can revive units. If the unit revived was an enemy it gets charmed for the battle.

Mewgenics Slit Wrists
LVL 1

Slit Wrists

1 AP 1 Mana

Deal 2 damage to yourself.

No upgrade available.
Mewgenics Whisper
Defense
LVL 1

Whisper

1 AP 5 Mana

Inflict Fear and Madness on an adjacent unit.

LVL 2

Whisper

1 AP 5 Mana

Inflict Fear 1 and Madness 2 on a unit in range 4.

Mewgenics Summon Shade
Misc
LVL 1

Summon Shade

1 AP 13 Mana

Spawn a shadow copy of yourself that fades after its first turn. (The copy can't cast this ability or give extra turns to units.)

LVL 2

Summon Shade

1 AP 13 Mana

Spawn a shadow copy of yourself that fades after its second turn. (The copy can't cast this ability or give extra turns to units.)

Mewgenics Dark Step
Move
LVL 1

Dark Step

0 AP 4 Mana

Teleport to an open tile.

LVL 2

Dark Step

0 AP 4 Mana

Teleport to a tile. If you teleport into a unit you both take 5 damage, then inflict Fear on it.

Mewgenics Leeches
Attack
LVL 1

Leeches

1 AP 3 Mana

Inflict Leech 1 on a unit.

LVL 2

Leeches

1 AP 3 Mana

Inflict Leech 1 and Mana Leech 1 on a unit.

Mewgenics Shriek
Defense
LVL 1

Shriek

1 AP 9 Mana

Inflict Fear 1, Confusion 2, and Madness 2 on units within a cone.

LVL 2

Shriek

1 AP 9 Mana

Inflict Fear 1, Confusion 2, Madness 2 and drain 2 HP from units within a cone.

Mewgenics Seppuku
LVL 1

Seppuku

1 AP 5 Mana

Down yourself.

No upgrade available.
Mewgenics Full Moon
Defense
LVL 1

Full Moon

1 AP 3 Mana

Give Lifesteal 1 to units in an area.

LVL 2

Full Moon

1 AP 3 Mana

Give Lifesteal 3 to units in an area.

Mewgenics Unearth
Misc
LVL 1

Unearth

1 AP 5 Mana

Dig up a body. It reanimates at the end of the round.

LVL 2

Unearth

1 AP 4 Mana

Dig up a body. It reanimates at the end of the round. (This spell costs less.)

Mewgenics Blood Geyser
Attack
LVL 1

Blood Geyser

1 AP 6 Mana

Take damage equal to half of your max HP, then deal that much damage and inflict Fear 2 on another unit.

LVL 2

Blood Geyser

1 AP 6 Mana

Take damage equal to half of your max HP, then deal that much damage and inflict Fear 2 on units in an area.

Mewgenics Flatline
Defense
LVL 1

Flatline

1 AP 3 Mana

Down yourself. You don't get injured. Spawn a shadow copy of yourself that fades after its first turn. The copy can't cast this ability or give extra turns to units.

LVL 2

Flatline

1 AP 0 Mana

Down yourself. You don't get injured. Spawn a shadow copy of yourself that fades after its first turn. The copy can't cast this ability or give extra turns to units. (This spell costs 0 mana.)

Mewgenics Replace
Move
LVL 1

Replace

0 AP 3 Mana

Teleport into a familiar and destroy it. Refresh your basic attack.

LVL 2

Replace

0 AP 3 Mana

Teleport into a familiar and destroy it. Refresh your basic attack and heal 5 HP.

Mewgenics Summon Bones
Misc
LVL 1

Summon Bones

1 AP 6 Mana

Summon a skeleton from a body.

LVL 2

Summon Bones

1 AP 4 Mana

Summon a skeleton from a body, anywhere. (This spell costs less.)

Mewgenics Giga Drain
Attack
LVL 1

Giga Drain

1 AP X Mana

Spend all of your mana, then drain that much HP from an adjacent unit. Ignores shield.

LVL 2

Giga Drain

1 AP X Mana

Spend all of your mana, then drain that much HP from a unit in range 3. Ignores shield.

Mewgenics Bloodletting
Misc
LVL 1

Bloodletting

1 AP 8 Mana

Remove all status effects from another unit, then inflict Bleed 5 on it.

LVL 2

Bloodletting

1 AP 4 Mana

Remove all status effects from another unit, then inflict Bleed 5 on it. (This spell costs less.)

Mewgenics Mass Psychosis
Misc
LVL 1

Mass Psychosis

1 AP 15 Mana

Inflict Madness on all enemies.

LVL 2

Mass Psychosis

1 AP 11 Mana

Inflict Madness on all enemies. (This spell costs less.)

Mewgenics Debone
Attack
LVL 1

Debone

1 AP 7 Mana

Deal damage and inflict Weakness on an adjacent unit. If you have no weapon, equip a bone.

LVL 2

Debone

1 AP 7 Mana

Deal damage, inflict Weakness and Immobile on an adjacent unit. If you have no weapon, equip a bone.

Mewgenics Reap
Move
LVL 1

Reap

0 AP 7 Mana

Teleport into a unit with 5 or less health and destroy it.

LVL 2

Reap

0 AP 5 Mana

Teleport into a unit with 10 or less health and destroy it. (This spell costs less.)

Mewgenics Carrion Shot
Attack
LVL 1

Carrion Shot

1 AP 6 Mana

Deal 1 damage and inflict Leech 1. This spell is stronger and castable while you're downed.

LVL 2

Carrion Shot

1 AP 6 Mana

Deal 2 damage and inflict Leech 2. This spell is stronger and castable while you're downed.

Mewgenics Carrion Shot
LVL 1

Carrion Shot

1 AP 0 Mana

Deal 1 damage and inflict Leech 1. This spell is stronger and castable while you're downed.

LVL 2

Carrion Shot

1 AP 0 Mana

Deal 2 damage and inflict Leech 2. This spell is stronger and castable while you're downed.

Mewgenics Lifedrain
Attack
LVL 1

Lifedrain

1 AP 6 Mana

Drain 2 HP at melee range. This spell is much stronger and castable while you're downed. If this kills a unit, revive with 50% hp.

LVL 2

Lifedrain

1 AP 6 Mana

Drain 2 HP at melee range. This spell is much stronger and castable while you're downed. If this kills a unit, revive with max hp.

Mewgenics Lifedrain
LVL 1

Lifedrain

1 AP 0 Mana

Drain 2 HP at melee range. This spell is much stronger and castable while you're downed. If this kills a unit, revive with 50% hp.

LVL 2

Lifedrain

1 AP 0 Mana

Drain 2 HP at melee range. This spell is much stronger and castable while you're downed. If this kills a unit, revive with max hp.

Mewgenics Coffin Flop
Move
LVL 1

Coffin Flop

1 AP 6 Mana

Jump to an open tile in range 2. This spell is stronger and castable while you're downed. When downed you can land on units dealing damage and inflicting Madness.

LVL 2

Coffin Flop

1 AP 6 Mana

Jump to an open tile in range 3. This spell is stronger and castable while you're downed. When downed you can land on units anywhere dealing damage and inflicting Madness 2.

Mewgenics Coffin Flop
LVL 1

Coffin Flop

1 AP 0 Mana

Jump to an open tile in range 2. This spell is stronger and castable while you're downed. When downed you can land on units dealing damage and inflicting Madness.

LVL 2

Coffin Flop

1 AP 0 Mana

Jump to an open tile in range 3. This spell is stronger and castable while you're downed. When downed you can land on units anywhere dealing damage and inflicting Madness 2.

Mewgenics Donate Blood
Defense
LVL 1

Donate Blood

1 AP 6 Mana

Heal a unit 5 HP, then take 10 damage. Castable while you're downed. If you do, take no damage and give what you heal All Stats Up.

LVL 2

Donate Blood

1 AP 6 Mana

Heal all units in an area 5 HP, then take 10 damage. Castable while you're downed. If you do, take no damage and give what you heal All Stats Up.

Mewgenics Donate Blood
LVL 1

Donate Blood

1 AP 0 Mana

Heal a unit 5 HP, then take 10 damage. Castable while you're downed. If you do, take no damage and give what you heal All Stats Up.

LVL 2

Donate Blood

1 AP 0 Mana

Heal all units in an area 5 HP, then take 10 damage. Castable while you're downed. If you do, take no damage and give what you heal All Stats Up.

Mewgenics Seance
Misc
LVL 1

Seance

1 AP 6 Mana

Spawn a ghost Familiar that fades after its first turn. Castable while you're downed. If you do, spawn a shadow copy of yourself instead.

LVL 2

Seance

1 AP 6 Mana

Spawn a ghost Familiar that fades after its second turn. Castable while you're downed. If you do, spawn a shadow copy of yourself instead.

Mewgenics Seance
LVL 1

Seance

1 AP 0 Mana

Spawn a ghost Familiar that fades after its first turn. Castable while you're downed. If you do, spawn a shadow copy of yourself instead.

LVL 2

Seance

1 AP 0 Mana

Spawn a ghost Familiar that fades after its second turn. Castable while you're downed. If you do, spawn a shadow copy of yourself instead.

Mewgenics Go Limp
Misc
LVL 1

Go Limp

1 AP 4 Mana

Until your next turn, you won't get injured if you're downed.

LVL 2

Go Limp

1 AP 4 Mana

Until your next turn, you won't get injured if you're downed. When downed, inflict Confusion 10 on the unit that downed you.

Mewgenics Demonic Pact
Misc
LVL 1

Demonic Pact

1 AP 10 Mana

Injure yourself and take an extra turn. (This spell can't be cast on extra turns.)

LVL 2

Demonic Pact

1 AP 7 Mana

Injure yourself and take an extra turn. (This spell costs less. This spell can't be cast on extra turns.)

Mewgenics Curse
Misc
LVL 1

Curse

1 AP 6 Mana

Give a unit -4 .

LVL 2

Curse

1 AP 6 Mana

Give a unit -4 . (This spell has increased range)

Mewgenics Leech Swarm
Attack
LVL 1

Leech Swarm

1 AP 12 Mana

Inflict Leech 3 on all units, except yourself.

LVL 2

Leech Swarm

1 AP 12 Mana

Inflict Leech 1 on each allied unit and Leech 3 on all other units, except yourself.

Mewgenics Feed
Misc
LVL 1

Feed

1 AP 2 Mana

Destroy an adjacent body. Your basic attack inflicts +1 Leech for the rest of the battle.

LVL 2

Feed

1 AP 2 Mana

Destroy a body at range. Your basic attack inflicts +1 Leech for the rest of the battle.

Mewgenics Hush
Defense
LVL 1

Hush

1 AP 6 Mana

Inflict Sleep 1 on an adjacent unit.

LVL 2

Hush

1 AP 6 Mana

Inflict Sleep 1 on a unit in range 4.

Mewgenics Reaper Step
Move
LVL 1

Reaper Step

0 AP 6 Mana

Teleport to an open tile in range 1. Whenever a unit dies, this spell's range increases by 1.

LVL 2

Reaper Step

0 AP 6 Mana

Teleport to a tile in range 1, dealing damage to units you land on. Whenever a unit dies, this spell's range and damage increase by 1.

Mewgenics Forbidden Famine
Misc
LVL 1

Forbidden Famine

1 AP 0 Mana

Inflict Weakness 5, Poison 2, and Madness 2 on all enemies. There are permanent consequences for casting this spell… but maybe not for you. (Castable once per battle.)

LVL 2

Forbidden Famine

1 AP 0 Mana

Inflict Leech 2, Weakness 5, Poison 2, and Madness 2 on all enemies. There are permanent consequences for casting this spell… but maybe not for you. (Castable once per battle.)

Mewgenics Flesh Golem
Misc
LVL 1

Flesh Golem

1 AP 0 Mana

You and all allies lose 10 HP. Summon a flesh golem with one random spell from each of those units. (Castable once per battle.)

LVL 2

Flesh Golem

1 AP 0 Mana

You and all allies lose 10 HP. Summon a flesh golem with one random spell and random passives from each of those units. (Castable once per battle.)

Mewgenics Trade Life
Defense
LVL 1

Trade Life

1 AP 5 Mana

Swap HP with an ally in range 3. Castable while you're downed. If this spell downs you or the ally, neither are injured.

LVL 2

Trade Life

1 AP 5 Mana

Swap HP with any ally. Castable while you're downed. If this spell downs you or the ally, neither are injured.

Mewgenics Trade Life
LVL 1

Trade Life

1 AP 0 Mana

Swap HP with an ally in range 3. Castable while you're downed. If this spell downs you or the ally, neither are injured.

LVL 2

Trade Life

1 AP 0 Mana

Swap HP with any ally. Castable while you're downed. If this spell downs you or the ally, neither are injured.

Mewgenics Absorb Soul
Misc
LVL 1

Absorb Soul

1 AP 0 Mana

Down an ally in range 5 and steal their mana. It doesn't get injured. (Castable once per turn.)

LVL 2

Absorb Soul

1 AP 0 Mana

Down any ally and steal their mana. It doesn't get injured. (Castable once per turn.)

Mewgenics Gravecrawl
Move
LVL 1

Gravecrawl

0 AP 8 Mana

Dig to any tile and unearth a body.

LVL 2

Gravecrawl

0 AP 6 Mana

Dig to any tile and unearth 1-3 bodies. (This spell costs less.)

Mewgenics Dig Up the Dead
Move
LVL 1

Dig Up the Dead

0 AP 16 Mana

Dig to any tile and unearth 4 zombies.

LVL 2

Dig Up the Dead

0 AP 9 Mana

Dig to any tile and unearth 4 zombies. (This spell costs less.)

Mewgenics Spider Egg
Attack
LVL 1

Spider Egg

1 AP 3 Mana

Inflict Infested 1 on a unit in range 3.

LVL 2

Spider Egg

1 AP 3 Mana

Deal 1 damage and inflict Infested 1 on any unit.

Mewgenics Clew of Leeches
Misc
LVL 1

Clew of Leeches

1 AP 8 Mana

Surround a unit with leeches.

LVL 2

Clew of Leeches

1 AP 8 Mana

Surround a unit with beefy leeches.

Mewgenics Reanimate
LVL 1

Reanimate

1 AP 0 Mana

Resurrect a body to half HP. It becomes a Zombie and joins your team.

No upgrade available.
Mewgenics Gravecrawl
LVL 1

Gravecrawl

1 AP 0 Mana

Dig to any tile and unearth a body.

No upgrade available.
Mewgenics ???
LVL 1

???

1 AP 0 Mana

Becomes a random Cleric starter ability when you lock in your team's collars.

No upgrade available.
Mewgenics ???
LVL 1

???

1 AP 0 Mana

Becomes a random Necromancer starter ability when you lock in your team's collars.

No upgrade available.