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VoltAge:Genesis

Freely explore a deadly wasteland as you uncover a plot to awaken an ancient evil. · By Golden Fish Entertainment

How to Read the Gear Charts Sticky Locked

A topic by Golden Fish Entertainment created Sep 29, 2020 Views: 86
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Hello everyone! Above is an "example" of the sorts of charts I will be using to present info on various types of weapons and armor in the game...as you can see, there are a number of headings in the charts which correspond to different stats. To be clear, there are "basic" stats (those that show up on the comparison screen when shopping or equipping your character), and "hidden" stats...those stats that don't show up in the rundown when you are switching gear around. To check each characters' hidden stats, you can check under the appropriate Status screen...there you will see what the aggregate is for each resistance and/or hidden stat. One final note: if none of the gear pieces in a given sample set offer a bonus for a specific stat, that column will not appear in the chart! Hopefully that will make everything a bit easier to read.

So without further ado, here's the definitions for each of the categories presented above.

  1.  Name -  Pretty straightforward...the name of the gear piece
  2. Damage Type -  The type (or types) of damage a weapon deals with a standard attack.
  3. Brand -  The manufacturer of the gear piece. Each manufacturer offers certain common bonuses to every piece of gear they make.
  4. Price -  The cost of a piece of gear. It can be sold for 1/2 the listed price, and if the price is listed as "0", it cannot be sold or bought.
  5. ATK -  The Physical Attack bonus offered by the piece of gear. Attacks that make physical contact or utilize a weapon to strike generally deal physical damage.
  6. MEN -  The Mental Attack bonus offered by the piece of gear. Kinesis and Burst abilities' numeric effects are generally determined by Mental Attack; additionally, the "Focus" category of weapons' standard attacks deal damage based on this stat.
  7. DEF -  The Physical Defense bonus offered by the piece of gear. Physical Defense reduces the amount of damage from Physical Attacks.
  8. RES -  The Mental Defense bonus offered by the piece of gear. Mental Defense reduces the amount of damage from Physical Attacks.
  9. AGI -  The Agility penalty applied by the piece of gear. Heavier gear serves to slow the user down, and all gears' penalties are added together to determine a character's Agility score.
  10. LUK -  The Luck bonus offered by the piece of gear. Luck has a small effect on nearly everything the player does, and is the main factor in determining the value of many "hidden stats".
  11. HIT -  Some gear offers a small bonus to the user's accuracy in combat. This number is a percentage which is applied to the character's Chance to Hit vs. the Target's Evasion.
  12. EVA -  Some gear offers a small bonus to the user's evasion in combat. This number is a percentage which is applied to the enemy's Chance to Hit vs. the Target's Evasion.
  13. CRI -  Some gear offers a small bonus to the user's Critical Hit Chance in combat.
  14. CEV -  Some gear offers a small bonus to the user's Critical Evasion Chance in combat. A successful Critical Evasion changes an incoming attack from a "critical" hit to a "normal" one.
  15. MEV -  Some gear offers a small bonus to the user's Mental Evasion in combat. This number reflects a character's chance to dodge an incoming Mental Attack.
  16. MRF -  Some gear offers a small bonus to the user's Mental Reflection in combat. This number reflects a character's chance to turn an incoming Mental Attack back on its source.
  17. CNT -  Some gear offers a small bonus to the user's Counter Chance in combat. This number reflects a character's chance to turn an incoming Physical Attack back on its source. 
  18. HRG -  Some gear grants HP Regeneration to the user. This number reflects what percentage of the characters' Max HP will be regenerated at the end of each turn. (NOTE: HRG also has a small effect on characters when walking around outside of combat!)
  19. MRG -  Some gear grants AP Regeneration to the user. This number reflects what percentage of the characters' Max AP will be regenerated at the end of each turn.  (NOTE: MRG also has a small effect on characters when walking around outside of combat!)
  20. Weapon/Armor Type -  The Subtype of a piece of gear. Some characters can only use specific subtypes of certain weapons (Example: Bridget can use 1-Handed Tools, but not 2-Handed ones). Similarly, each character can only use certain types of armor/shields based on their background / training.
  21. Special -  Any special bonuses granted by the gear appear here. Most often, this will be a new skill, a passive effect, or a resistance bonus to an element or status effect.
  22. Tier -  How rare and/or valuable an item is. The Tier affects certain bonuses and multipliers to other gear stats.

And that about does it! Expect to see stuff start to get added here on a weekly (or maybe bi-weekly) basis...I don't want to spend too much time posting here instead of actually working on the game, but I can understand why info like this would be valuable to some players (I know I LOVE it when I can see the parameters for gear and things when building loadouts).