Gemcraft Labyrinth Walkthrough: Battle Strategy

Battle Settings XP Multiplier

Increasing your wizard level is a major goal in the game, and to do that you must earn experience points. The more experience points you earn, the higher you level can become. In order to do this, you must go back and replay certain stages and finish them while meeting certain conditions –conditions that will help increase the amount of experience points that you earn.

These conditions are called battle settings, and each battle setting adjustment has its own exp multiplier bonus. At first, you start out with small bonuses; such as increasing the amount of stage exp earned by half. Later, you will have access to settings with multipliers that will increase your exp earnings to double your current gain. Here is a quick list of the different battle settings available.

Amount of Monsters - Normal, 20%, 50%, Double

As the name suggests, this increases the overall volume of monsters in each wave. At 20%, you get a few extra stragglers to deal with, with double, expect to have those difficult-in-normal waves to easily run you over. The best thing here is to hold off on high wave volumes (namely, double) unless you already have enough firepower to take on the massive numbers. One little advantage of having more enemies is that you get more monsters to kill and more experience points to earn.

Monster Hit Points - Normal, 20%, 50%, Double

Some enemies can be easily killed by a single shot of a tower, others are like behemoths that are able to withstand plenty of punishment. This is due to two factors, enemy armor and second, enemy HP. As one would imagine, bringing an enemy’s hit points down to zero will kill a monster and that is why increasing their hit points to double the original value is a scary scenario to play through. Expect to rely on bloodbound and other high damage gems to deal with these beefed up monsters should you choose to enable this setting. Also, be careful when combining this setting with certain monsters –such as swarms. Swarms are only manageable if you can kill them in a single hit, with this setting they might prove to be quite troublesome.

Wave Composition - Normal, Random, Swarm only, Armored Only

Wave composition allows you to determine what kinds of monsters will be attacking the field. As you would expect, normal is the easiest to handle since it has been designed to be “survivable”. The other settings on the hand, require a bit of foresight, planning and also, a bit of luck.

The Random setting is exactly what it sounds like; each wave will be randomly generated. If you are lucky, you will get plenty of waves of weak enemies. If you are not so lucky, expect to be overrun by waves of swarms, giants and armored creatures one after another. The worst part here is if you get strong enemies in the first five waves –when you are still saving up mana for stronger defenses. With that said, not all random fields are winnable unless you have a pretty decent level.

Swarms and armored waves are a little more manageable –provided that you are already familiar with the enemy behavior and traits. Swarms are composed of large volumes of small, super fast monsters. Chances are, several will be able to slip past your defenses and actually make it to the end –the good thing is, they are so weak that their banishment cost is pretty low (so if you are aiming for a “no monsters banished” run, avoid swarms). Also, if you have the “banished monsters heal” setting available, use it on swarms since it really does not matter (they get past your defenses through speed, not by withstanding damage). Swarms tend to have very low hit points and most of the early waves can be killed with a single shot from a grade 1 gem. Further into the stage, expect the hit points to slowly go up so it is also recommended to increase the grade levels of your gems accordingly. Your priority here is to use gems that have fast firing speeds. Also try to invest in chain hit gems for taking down several swarm monsters with a single shot (if you have enough mana to combine chain hit, mana gathering and bloodbound gems, do so, it will really help with high level waves –the bloodbound ability takes advantage of the fact that the swarms are so easy to kill). With their low armor and super high speed, the armor tearing and slow gems will not do much against them, so avoid those gems if you can.

Armored troops are a lot easier to handle than swarms –that is, if you know which gems to focus on. As one would expect, armor tearing gems are recommended if you are playing with plenty of waves. For shorter games, the multiple damage and bloodbound gems do wonder against these high def foes. One major thing you should invest in are traps –particularly, poison traps. Since poison completely ignores armor, it is very effective against many armored types. Try to supplement poison traps with slow gems in order to slow down their progress and give the poison time to do its work.

Number of Waves - Normal, +5, +10, +15

Increasing the number of waves in a stage is a good way of increasing your experience points. Even if you do not toggle the other settings, this one is actually easy enough to deal with –even for low level players. Of course, enemy units will get stronger at each wave, and at an additional 15 units, expect to face a few strong swarms and heavily armored giants. The good thing is, by the time you face them, you would have had earned enough mana to fortify and strengthen your defenses. For later stages, try setting up a few amplifier combinations with towers and traps in order to help deal with the stronger and faster units.

Battle Traits

The battle traits setting is a series of multiple toggles that players can enable to further increase the experience point multiplier. Unlike the previous settings where you can only choose one option, you can enable several battle traits at a single time, and each trait enabled adds more to the multiplier. Naturally, the biggest drawback here is the fact that every time you enable a trait, the game will get much harder.

Higher Monster Armor

Monster armor refers to how much damage a monster will be able to resist. Of the four traits, this is the second hardest to deal with –particularly because of what it does with weaker enemies. Adding an armor bonus to runners and swarms will turn your game into a nightmare as killing the creatures will actually take plenty of effort. Add in the fact that they move around pretty fast and you have the recipe for disaster. Ironically, the boost it gives to giants and already armored units is not as noticeable as one would think.

Faster Monsters

The is potentially the worst trait to enable on an already difficult field. Giving monsters a boost in movement speed can only be compensated with if you have enough slow gems to keep them down. And even so, the big problems are with the ones that are already fast to begin with. Expect many creatures to slip past you (particularly if your gems have low firing speed). The best thing to do here is to create multi-color gems and use amplifiers to boost the firing speed of your gems.

Banished Monsters Heal

This is the trait we recommend that all players enable when available. No matter how tough a monster is, the goal of the game is to set up a defensive line that will kill any monster that comes by. This means that if you have an enemy that has managed to get through, your defenses are simply not fast enough in terms of firing a shot. Having an enemy go through your defensive line again means having a second chance to kill the monster, regardless of it has healed its’ wounds or not.

Banished Cost Extra Increase

Much like banished monsters heal, this setting is one that we recommend. The only time that this will hurt is when you let giant monsters get through –and even without this setting, their banishment costs are already ridiculously high, boosting it up would not change a thing. You might want to hold off on this when dealing with swarms though. While swarms normally take only 1 point of mana per banishment, increasing this number may drain you of your mana store.

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