Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

VoltAge:Genesis

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

DWEARIANS

A topic by Golden Fish Entertainment created Sep 30, 2020 Views: 209 Replies: 3
Viewing posts 1 to 3
(2 edits)

Hello everyone! To kick off our coverage of the various types of enemies in VoltAge:Genesis, I'll be looking at tips and strategies for taking down one of our oldest original monsters (and the first real threat you will encounter in the game)…the Dwearian!


The Dwearian has decent stats all-around, but its biggest strengths are its Defense and M. Defense. Regardless of whether you favor physical or special attacks, you’re gonna have a hard time ending the fight quickly. It’s HP is a bit high as well, but not as bad as many enemies you’ll face in the Deadlands…Max AP, M. Attack, and Agility are nothing to write home about, and its Luck stat shouldn’t really matter, given the type of fighter it is.

The REAL challenge comes from the Dwearian’s ability to stay in the fight for a few rounds, dealing enough damage to make you sweat while it does so…the Dwearian’s defensive stats are made all the more troublesome by the fact that it only takes 75% damage from NINE of the twelve damage types in the game! Hitting them with anything but <Holy>, <Dark>, or <Machine> damage is will cause distressingly low damage, especially early in the game when you can’t weather many rounds of combat. As if this wasn’t bad enough, the Dwearian’s passive ability “Reflective Skin” grants it a 15% chance to reflect any Kinesis attacks back onto the caster! If you plan on taking advantage of attacks like Gregory’s “Umbra” to deal bonus damage, be ready with a Burst or some healing items!

Dwearians have two special attacks, both of which are QUITE annoying. The first is their unique standard attack “Lance” which deals <Pierce> damage and has a 35% chance to cause “Bleed”. Second is their “Defend” ability, which allows them to negate most incoming damage for one turn. Because there’s no way to know when they will use “Defend”, you may sometimes go all out in the first round of battle and end up using a whole lot of AP for very little damage in return. I’d recommend sticking to powerful attacks that use little or no AP, and pacing yourself so you don’t get overwhelmed by “Bleed” damage before you can finish the fight!

Well everyone, that about does it! As always, I hope this information will prove helpful to you, and remember to stay safe out there! The Deadlands are a dangerous place, after all...

These guys are total assholes and I hate them. Good job!

That said, I really wish Defend was activated less often. Even low level Dwearians can be a grind to get through on random encounters.

As your party advances in level and gets stronger gear and attacks, you will begin to see the Dwearians get diminishing returns on their "Defend" ability. Until you reach that point, I have a couple of "bonus" tips:

1) Because "Defend" always goes first (and Dwearians are so slow) you can always tell if a Dwearian is going to use Defend when you see them jump to the front of the turn order. That's when you should focus on a different target or use Wait/Guard to get some HP/AP back.

2) Not all attacks can be blocked! Items like Molotovs and Unstable Batteries don't calculate a target's defenses when dealing damage, and there are even some skills that ignore defense, meaning the Dwearians can't do much to stop you!

Just wanted to drop in to let everyone know that the Dwearians' "Defend" ability no longer increases their defense against Kinesis attacks...they still have that nasty "reflect" chance, but hopefully this will help to make them ( and their buddies the Millipedes) a little more manageable!