Four Systems Overview

Mewgenics has four completely separate affliction systems. Each has different triggers, durations, effects, and removal methods. Understanding which system you're dealing with is the first step to managing it.

SystemPermanent?Max StackRemovalPrimary Cause
DiseasesNo (curable)UnlimitedRest nodes, items, high room healthLow room health, combat, events
DisordersYes2 per catNone (permanent)Events, low CON, trauma
Birth DefectsYesVariesNone (permanent)Inbreeding, high coefficient
ParasitesNo (removable)1 per item slotDr. Beanies (Butch currency)Low room health, dirty environments

Diseases

Diseases are the most common affliction type. They are curable and directly tied to your House's room health stat. A clean, well-maintained House produces cats that resist diseases. Dirty rooms produce sick cats.

Diseases apply stat penalties, ability lockouts, or combat debuffs. They are removed by:

DiseaseStat PenaltyEffectCure Method
Snuffles-1 CONReduced max HP; cough animation during combatRest, Cure item
Mange-1 CHAReduced Social event success; visual fur lossRest, Cure item, high health room
Glow Sickness-1 INT, -1 CONOccasional confusion in combat; reduces mana gainCure item, Purify ability
Rotting Wound-1 STR, -1 DEXDamage over time between nodes; risk of sepsisCure item, Rest if high CON
Fever-1 all statsGlobal stat penalty; weakens entire run performanceRest, Cure item, multiple rests may be needed
Lethargy-1 SPDActs last in turn order; reduced dodge chanceRest, Cure item

Room Health and Disease Prevention

Each room in your House has a hidden health stat. Low health triggers disease checks when cats are bred or housed there. Invest in furniture that boosts room health (clean bedding, ventilation items) to reduce disease rates. A room with 60+ health effectively eliminates disease risk for cats in that room.

Disorders

Disorders are permanent conditions that modify a cat's stats and behavior. The cap is 2 per cat — a third disorder cannot be applied to a cat that already has 2. Unlike birth defects, some disorders have meaningful positive effects that advanced players deliberately breed for.

Disorder Cap: 2 Per Cat

Cats can have a maximum of 2 disorders. A cat that already has 2 cannot gain a third — the new disorder is rejected. This can be used strategically: deliberately give a cat 2 minor disorders to block worse ones from stacking up over a long run.

DisorderTypeEffectBreeding Value
Autism Mental -2 mana cost to the cat's starting spell (the first ability in slot 1) High — Breed For
Leprosy Physical Drops 4 HP food items every time the cat takes damage — functionally equivalent to 4 Brace High — Sustain Build
Depression Mental -2 melee damage taken by this cat; subtracts 8 max HP from all adjacent units (allies and enemies) Situational
Williams Syndrome Mental Basic attacks apply the Charm status to hit targets Control Build
ADHD Mental Dual-natured — erratic behavior with both speed boosts and misfires Avoid
Insomnia Mental Dual-natured — impaired rest healing and unpredictable stat swings Avoid
Psychosis Mental +1 to all stats but causes Madness after Turn 1 — the cat may turn on allies Dangerous
Crohn's Disease Physical Dual-natured — digestive disruption affecting food item effectiveness and stamina Avoid
Gastritis Physical Dual-natured — reduces healing from food items but may provide combat bonuses Avoid

Autism + Chosen Warrior — Optimal Breeding Path

The most powerful disorder breeding combination is Autism linked with the Chosen Warrior Grey skill. Autism reduces the starting spell's mana cost by 2; Chosen Warrior is a game-breaking ability. Together they create a cat with maximum ability power at minimum mana cost — the target build for Impossible difficulty runs. See the Genetics page for Grey skill farming methods.

Birth Defects

Birth defects are permanent physical deformities caused by inbreeding during breeding. They manifest when the parents' genetic kinship coefficient is too high. Unlike disorders, birth defects have no positive aspect — they are strictly detrimental. They cannot be removed by any means.

Inbreeding Warning

Birth defects are the direct consequence of breeding related cats. As the inbreeding coefficient rises above 0.3, defect risk accelerates sharply. Above 0.7, almost every kitten will have at least one defect. The only way to avoid them is to introduce unrelated stray cats into your breeding pool. Inbreeding also reduces stat caps on offspring, compounding the penalty over generations.

Birth DefectEffectStat ImpactInbreeding Coefficient Trigger
Missing Eye-1 DEX; reduced crit chance-1 DEX0.15+
Club Foot-1 SPD; reduced movement range in combat-1 SPD0.2+
Deformed Spine-1 CON; reduced max HP-1 CON0.3+
Stunted Growth-1 STR; reduced carry capacity-1 STR0.4+
Hydrocephalus-1 INT; occasional stun in combat-1 INT0.5+
Fused Digits-1 DEX; cannot equip gloves-1 DEX, slot block0.6+
Blindness-2 DEX; misses often; can't scout-2 DEX0.7+
Deafness-1 all stats; can't respond to commands-1 all0.8+
Inbreeding CoefficientBirth Defect RiskBody Defect Risk
0.0 (Unrelated)2% (baseline)0%
0.05~2%0%
0.15~4%15%
0.3~10%45%
0.514%75%
0.722%~90%
1.034%~95%
1.2+42% (cap)~100%

Stray Cat Rotation

Always keep a pool of unrelated stray cats in your House. Breed your best cats with strays every 2-3 generations to reset the inbreeding coefficient. Tink's genetics display (after 40 donated kittens) shows you the exact coefficient so you can plan precisely when to introduce fresh blood.

Parasites

Parasites are external organisms that attach to a cat and occupy an item slot. They are not permanent — they can be removed — but while active they reduce stats, drain resources, and prevent you from equipping gear in the affected slot.

Dr. Beanies & Parasite Removal

Parasites are removed by Dr. Beanies, a meta-progression vendor accessible through Butch in the House. Dr. Beanies accepts donated cats as currency. Each parasite removal costs a specific number of cat donations. Running low on donation cats means your party carries parasites until you breed more.

ParasiteSlot BlockedEffectDr. Beanies Cost
FleasAccessory-1 CHA; reduced rest healing3 cats
TicksBody-1 CON; HP drain over time5 cats
TapewormConsumableEats half your food items; -1 CON7 cats
LeechLegs/Feet-1 SPD; heals the leech when you take damage5 cats
Brain WormHead-1 INT; causes random movement in combat10 cats

Parasite Prevention

Parasites are most common in low-health rooms. Maintaining room health above 40 significantly reduces parasite risk. Unlike diseases, Rest nodes cannot remove parasites — only Dr. Beanies can. If you lack the cat currency for removal, you may be stuck with a parasite for an entire run. Prioritize room health furniture early in your House setup.

Quick Reference: Affliction Comparison

FeatureDiseasesDisordersBirth DefectsParasites
PermanentNoYesYesNo (removable)
Max StackUnlimited2 per catVaries by body1 per slot
Positive AspectNoYes (dual-natured)NoNo
Removal MethodRest, items, abilitiesNoneNoneDr. Beanies
Primary CauseLow room healthEvents, traumaInbreedingDirty rooms
Affects Run?YesYesYes (carried from House)Yes
Curable Mid-Run?YesNoNoNo (post-run only)
Slot BlockingNoNoSometimesYes