"Rise from the dead! A self-healing tank playing with corpses."
Beating The Boneyard
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.
Heals allies but damages enemies.
Heals allies but damages enemies.
A lobbed attack that inflicts Leech 1.
Inflict Fear on all enemies.
Heal a unit at range.
Heal other units in an area at range.
Heal an adjacent unit.
Heal all adjacent units.
Inflict Weakness on units in an area.
Inflict Weakness and Poison on units in an area.
An attack that deals more damage the less health the target unit has. (based on their health percent)
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Heal units in an area.
Heal units in a larger area. Infinite range.
Inflict Charm 2 on an adjacent unit.
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Remove all debuffs from units in an area.
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Remove all buffs from a unit.
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Inflict Ostracized 2 on a unit.
Inflict Ostracized 4 on a unit.
Gain +1 .
Gain +1 . (This spell costs less.)
Give a unit +10 until the end of its next turn.
Give units in an area +10 until the end of their next turns.
Force a unit to attack one of its enemies.
Force units in an area to each attack one of their enemies.
Jump to an open tile next to an ally.
Jump to an open tile next to an ally. (This spell costs less.)
Jump to an open tile, then heal each adjacent unit.
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Dash forward, heal a unit and give it a random stat up.
Dash forward, heal a unit and give it 3 random stat ups.
Reverse the last damage an adjacent unit took.
Reverse the last damage a unit within range took.
Deal damage to a unit equal to the damage that unit last dealt.
Deal damage to a unit equal to twice the damage that unit last dealt.
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
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.)
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
A ranged spell that heals allies and damages enemies.
An infinitely ranged spell that heals allies and damages enemies.
Revive a body to 50% HP and cure one of its injuries.
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Gain 4 , 3 , heal 2 HP, and Brace 1.
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Revive a body to 100% HP and give it All Stats Up.
Heal EVERYTHING for 2 HP.
Heal EVERYTHING for 2 HP. (This spell costs less.)
You and your allies move toward the nearest enemy.
You and your allies move toward the nearest enemy and gain +1 .
Spawn a blessing pickup on an empty tile in range.
Spawn a blessing pickup on any empty tile.
Another unit's next spell is free.
Another unit's next spell is free. Infinite range. (This spell costs less.)
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
A melee attack that inflicts Blind 5 and Bleed 1.
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
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.
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.
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.
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.
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.
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.)
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.
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.
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
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.)
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
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.)
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
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.
Revive a body to 1 HP.
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Heal an adjacent unit 2 to 6 times.
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Give another unit +5 until the end of its next turn.
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Run next to the ally with the most missing health. Trample all in the way.
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
You and adjacent units gain +2 .
You and adjacent units gain +2 and +1 .
Inflict Blind 1 on each unit in an area.
Inflict Blind 2 on each unit in a larger area.
Give +1 to each unit within 2 tiles of you.
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Make an ally move toward you.
Make an ally move toward you. Infinite range.
You or an adjacent unit gains a random positive effect.
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Force a nearby unit to move away from you.
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
You or an adjacent unit gains +1 Health Regeneration.
You or an adjacent unit gains +2 Health Regeneration.
Explode a body and spawn 3 Leeches.
Explode a body and spawn 5 Leeches.
Resurrect a body to half HP. It becomes a Zombie and joins your team.
Resurrect a body to full HP. It becomes a Zombie and joins your team.
Teleport into a body, destroying it to heal 4 HP, gain +1 and +1 .
Teleport into a body, destroying it to heal 4 HP and gain All Stats Up.
Deal 1 damage to all units.
Deal 1 damage to all units. (This spell costs less.)
Inflict Weakness 5 on a unit.
Give a unit Weakness 5 and All Stats Down.
Destroy an adjacent body. The next spell you cast costs 0 mana.
Destroy an adjacent body. The next 2 spells you cast cost 0 mana.
Inflict Fear on all enemies.
Inflict Fear 1 and Weakness 2 on all enemies.
Inflict Soul Link on units in an area.
Inflict Soul Link on units in a large area.
Inflict Soul Link on yourself and every enemy.
Inflict Soul Link on yourself and every enemy. Gain +2 and heal 8 HP.
Take 1 damage and heal all allies 1 HP.
Take 1 damage, heal all allies 1 HP and give them +1 mana.
Resurrect an enemy body to full HP. It joins your team.
Resurrect an enemy body to full HP. It joins your team and takes an extra turn after this one.
Explode a body, dealing damage and Knockback to adjacent units.
Explode a body, dealing damage and Knockback to units in a large area.
Teleport in front of an enemy then Knockback each adjacent unit 4 tiles.
Teleport in front of an enemy then inflict Knockback 4 and Fear on each adjacent unit.
Give a unit +1 and heal it 4 HP. You gain -1 and lose 4 health.
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.
Deal 2 damage to yourself.
Inflict Fear and Madness on an adjacent unit.
Inflict Fear 1 and Madness 2 on a unit in range 4.
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.)
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.)
Teleport to an open tile.
Teleport to a tile. If you teleport into a unit you both take 5 damage, then inflict Fear on it.
Inflict Leech 1 on a unit.
Inflict Leech 1 and Mana Leech 1 on a unit.
Inflict Fear 1, Confusion 2, and Madness 2 on units within a cone.
Inflict Fear 1, Confusion 2, Madness 2 and drain 2 HP from units within a cone.
Down yourself.
Give Lifesteal 1 to units in an area.
Give Lifesteal 3 to units in an area.
Dig up a body. It reanimates at the end of the round.
Dig up a body. It reanimates at the end of the round. (This spell costs less.)
Take damage equal to half of your max HP, then deal that much damage and inflict Fear 2 on another unit.
Take damage equal to half of your max HP, then deal that much damage and inflict Fear 2 on units in an area.
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.
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.)
Teleport into a familiar and destroy it. Refresh your basic attack.
Teleport into a familiar and destroy it. Refresh your basic attack and heal 5 HP.
Summon a skeleton from a body.
Summon a skeleton from a body, anywhere. (This spell costs less.)
Spend all of your mana, then drain that much HP from an adjacent unit. Ignores shield.
Spend all of your mana, then drain that much HP from a unit in range 3. Ignores shield.
Remove all status effects from another unit, then inflict Bleed 5 on it.
Remove all status effects from another unit, then inflict Bleed 5 on it. (This spell costs less.)
Inflict Madness on all enemies.
Inflict Madness on all enemies. (This spell costs less.)
Deal damage and inflict Weakness on an adjacent unit. If you have no weapon, equip a bone.
Deal damage, inflict Weakness and Immobile on an adjacent unit. If you have no weapon, equip a bone.
Teleport into a unit with 5 or less health and destroy it.
Teleport into a unit with 10 or less health and destroy it. (This spell costs less.)
Deal 1 damage and inflict Leech 1. This spell is stronger and castable while you're downed.
Deal 2 damage and inflict Leech 2. This spell is stronger and castable while you're downed.
Deal 1 damage and inflict Leech 1. This spell is stronger and castable while you're downed.
Deal 2 damage and inflict Leech 2. This spell is stronger and castable while you're downed.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Until your next turn, you won't get injured if you're downed.
Until your next turn, you won't get injured if you're downed. When downed, inflict Confusion 10 on the unit that downed you.
Injure yourself and take an extra turn. (This spell can't be cast on extra turns.)
Injure yourself and take an extra turn. (This spell costs less. This spell can't be cast on extra turns.)
Give a unit -4 .
Give a unit -4 . (This spell has increased range)
Inflict Leech 3 on all units, except yourself.
Inflict Leech 1 on each allied unit and Leech 3 on all other units, except yourself.
Destroy an adjacent body. Your basic attack inflicts +1 Leech for the rest of the battle.
Destroy a body at range. Your basic attack inflicts +1 Leech for the rest of the battle.
Inflict Sleep 1 on an adjacent unit.
Inflict Sleep 1 on a unit in range 4.
Teleport to an open tile in range 1. Whenever a unit dies, this spell's range increases by 1.
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.
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.)
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.)
You and all allies lose 10 HP. Summon a flesh golem with one random spell from each of those units. (Castable once per battle.)
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.)
Swap HP with an ally in range 3. Castable while you're downed. If this spell downs you or the ally, neither are injured.
Swap HP with any ally. Castable while you're downed. If this spell downs you or the ally, neither are injured.
Swap HP with an ally in range 3. Castable while you're downed. If this spell downs you or the ally, neither are injured.
Swap HP with any ally. Castable while you're downed. If this spell downs you or the ally, neither are injured.
Down an ally in range 5 and steal their mana. It doesn't get injured. (Castable once per turn.)
Down any ally and steal their mana. It doesn't get injured. (Castable once per turn.)
Dig to any tile and unearth a body.
Dig to any tile and unearth 1-3 bodies. (This spell costs less.)
Dig to any tile and unearth 4 zombies.
Dig to any tile and unearth 4 zombies. (This spell costs less.)
Inflict Infested 1 on a unit in range 3.
Deal 1 damage and inflict Infested 1 on any unit.
Surround a unit with leeches.
Surround a unit with beefy leeches.
Resurrect a body to half HP. It becomes a Zombie and joins your team.
Dig to any tile and unearth a body.
Becomes a random Cleric starter ability when you lock in your team's collars.
Becomes a random Necromancer starter ability when you lock in your team's collars.