Welcome to Ge.ne.sis :Down the Road of Tales. Genesis is one of the most elaborated Flash games focusing on RPG elements and tactical game play. Because of the rich contents the game, I decided that a strategy guide will be useful to maximize enjoyments for players. This website is the host of the most comprehensive guide that you can find on this game.
The guide concentrates on strategic information and avoids spoiler as much as possible. It is best to use it as a reference because the game is design to offer many ways to win a battle. Enjoy your stay and I hope you will find Ge.ne.sis entertaining. If you have any questions, feedbacks or bug reports, you are more than welcomed to contact me at email@example.com.
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- The first turn is crucial in most battles. Think carefully before you make your move and try to stay out of the enemy's attack range.
- It is always better to initiate combat than waiting to be attacked, since the attacker can use 100% of his/her power.
- Enemies usually try to finish off weaker characters. If you have a critically wounded unit, try to protect him/her or run away from enemies.
- Try to get close to ranged units as soon as possible.
- Try to conjure tarots as soon as possible since you can take advantage of their Essence Perks.
- Exploit a unit's weakness by using the correct Combat abilities. For example, an Aquolf (Blue Nature) will take extra damage from Yellow Abilities.
- When a Tarot is about to die, use Soulburst! Soulbursts are extremely powerful abilities that can only be used once in any battle.
- Use Energy smartly! Remember that all characters in your party share the same Energy Pool. You can save Energy to use more powerful abilities.
- When encountering very powerful melee units, it is best to have a strong character to take the damage while others can fire from afar.
- Don't waste any turns unless you have a good reason to do so.
- When planning a character build, it is important to aim for the AGILITY break point. Remember though, that even if you don't hit the break points, extra AGILITY points still give more dodge rate and will determine who acts first in combat. Here is the list of breakpoints:
- 1-5 Agility: 1 Action in combat
- 6 Agility: 2 Actions in combat
- 14 Agility: 3 Actions in combat
- 18 Agility: 4 Actions in combat
- 20 Agility: 5 Actions in combat