If you want a gem to have a strong special ability, but also benefit from the triple or dual bonuses, create 2 or 3 grade 1 gems, each of a different type, combine them together, and then build onward using only pure gems of the type you want to boost. Place your towers in positions where they can cover the longest path possible, but also look out for beacons, shards, nests, and tombs. If you want to shoot them, they should be in the gem's range you want to place in the tower.
It might be worth placing a tower at one square distance from the path instead of right next to it. Look at the range indicator yellow circle of the inserted gem to see how far it can shoot, and place it in a tower that can give it the longest path to cover. It's better to have more towers with somewhat weaker gems in them, than a few towers with stronger gems. If a monster with a high armor level approached however, a strong gem might be very useful - the monster's armor will absorb most of the damage weaker gems can inflict.
Click on a monster to view info about it, but also to highlight it for your towers to shoot. If an apparition flies by, and your towers are busy killing monsters, click on the apparition to have the towers target it. When a monster is just about to crush your orb, the orb will banish it back to its spawning location. This costs you some mana; tougher monsters take more mana to banish. Each time a monster gets to your orb, its banishment cost increases.
Watch out for fast monsters that run by your towers and can reach your orb more than once before being killed. Swarm monsters are easy to kill usually one shot , and cheap to banish, but they come in very large numbers, and run very fast. They can take the fire of your towers while the tougher and slower monsters pass by, so they can act like a living shield, but if you don't shoot them, they will quickly reach your orb again and again, resulting in a very high mana toll for the repeated banishments.
Have multiple towers firing at them and try to get rid of them quickly. Giant monsters have high armor and lots of hit points, but they move slowly. If they are along, try to lure them into paths that you can later close and force them to crawl back from the dead end you made. If they are surrounded with lots of other monsters though, they can be very dangerous. A giant monster approaching your orb the second time will take a huge mana toll.
The wave stones on the left side of the screen show you what kind of monsters will appear. Look out for the small icons above the wave numbers on the stones. Place a trap near a group of towers and place a slowing gem in it, this way the monsters will have to crawl by the towers for a longer time, taking more shots. You can leech more mana from the slowed monster or have a greater chance of shocking it or tearing down its armor.
Sometimes it's worth destroying the monster nests, other times it's not. The same is true for beacons too. You might want to get rid of a monster nest if it's too near to your orb, or if it's connected to your orb with a path otherwise not used, and so you would have to build additional towers and gems to protect your flank.
On the other hand, if the nest is located at the end of a very long path, longer than what the monsters approaching from adjacent labyrinth fields would have to go, it's good to keep it and have the monsters coming less crowded.
Look out for the "timing" of the different paths, or try to adjust them to your favor with walls. It's not good if monsters arrive all together at your towers. Try to adjust the length of the different paths so that they arrive with some delays, this way your towers can focus on one bunch of monsters at a time. Don't destroy a beacon unless necessary, especially at the beginning of the battle. Use your mana to build up your defenses first. Use gem bombs only if necessary, in most cases a tower placed near the beacon and a low grade gem in it will cost you much less.
Watch out for shield beacons. Invulnerable monsters will run through your defenses unharmed. If you can't destroy a shield beacon, leave enough path between it and your towers, so that the invulnerability will wear off by the time the monsters get to your defenses.
If you plan to use the Extend mana pool spell, use it early if you can, this way you get more total mana in the long run, thanks to the increased mana gain multiplier. Keep an eye on the mana bar. Use the Extend mana pool spell to increase your mana capacity.
Adjust your gem type mastery skills to match the gem types you will initially get in the field, or which you plan to unlock. Skills linked to the initially available gem types are marked with a dot on the skills panel. It can make a great difference. Different fields and battle settings may require very different skill configurations.
Going for more battle amulets and summoning more monsters will boost your field XP too. In the amulets screen, you can see how much progress have you done towards gaining some of the amulets. If you need only a few walls to reach the "build 1, walls" amulet, go for it! Poisonous gems' poison damage can be greatly increased by combining grade x green gems with a bunch of grade x-1 gems, one after another. Bloodbound red gems are very sensitive to be combined with other gem types.
You will lose a large part of the bloodbound ability if you pollute the gem. If you're going for a power gem with a high kills to damage ratio, stick to combining with pure red gems. Place traps at a distance from each other so that the poison effect from the first trap lasts until the monster gets to the next trap. Poison ignores armor, but cannot be stacked. A poisoned monster hit by another poisonous shot will go on with the poison effect that is the more harmful over time, but not the sum of the two dosages.
Combine a row of mana gain traps with a slowing gem in the first trap. This will make some of the monsters spend much more time crawling through your mana traps, making the traps shoot more and give you more mana. If you have to defeat an enemy with lots of hit points and armor, like tough giant monsters, an apparition, or a shadow making its deadly aviation towards your orb, place towers at different key positions and place your most powerful gem to always have the tough target within range.
Sometimes it's better not to bother with apparitions. If you direct all your firepower at it, you might bring it down, but in the meantime the monster will take your mana away. Each of the hidden labyrinth fields are tied to a journey or challenge amulet. Achieve the amulet and the field will appear. Build a strong point: use amplifiers in combination with towers and traps.
Use the traps to slow and shock the monsters, and have powerful gems, supported by amplifiers, as your main firepower. It's not worth combining a high grade and a low grade gem.
For the best results, combine gems of the same grade, or maybe gems with a grade difference of 1. If the game lags too much, you can decrease the rendering quality and particle effects in the options screen. Some of the gem types like chain hit are more suitable for power gems, other types like slowing are a better fit for supporting. Watch out for the quickly increasing armor level when you drop multiple gems on a wave stone for summoning more monsters. The formula of the summon multiplier is based on the number of the monsters you summon, so it's better to use higher grade gems for summoning they summon more monsters for the same armor level and hp penalty , and to use summoning on swarm waves.
Shrines are very powerful if used properly. Their initial strike takes away a portion of the current hit points of all targets in range. Keep some reserve mana for the final waves. If you spend all your mana of upgrading your gems and no mana is left for banishment, some monsters still reaching your orb will bring you defeat.
As a last option, you can refund mana by destroying your gems on the gem anvil. In gem bombing mode, gems are loaded from your inventory going from the top to the bottom. So if you have some gems that you definitely don't want to throw, put them at the bottom of your inventory before entering the gem bombing mode.
If you are at the last wave, and you have a gem which cannot reach the monsters any more, throw it at the remaining monsters. A strategy guide for GemCraft Chasing Shadows written by Game in a Bottle that will give you some tips on how to play through this epic tower defense title.
You can use walls to build a zigzag path for the monsters so they will have to walk a much longer path while being fired at by your towers. You can catch monsters feeing with your orblet or get rid of a beacon effectively.
If you suspect a specter coming you can tell from the demonic fingerprint of the premonition , store a freeze spell or keep it charging and buy some time , then, when the specter is closing in on your gem, freeze it, enhance your gem with bolt and select the specter to take it down quickly. To have a chance against shadows, build several towers around your orb to take down incoming shadow projectiles.
If you see a bunch of monsters inevitably coming for your orb, curse them, this will decrease their banishment mana cost and thus save you lots of mana. It might be better worth keeping your skill points unspent and get initial mana instead.
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