Gemcraft Labyrinth Walkthrough: Player Skills & Enemy Types

Player Skills

After you set the battle settings for the score multiplier, you will proceed to the skills page. Here you will be increasing your own skills –providing you with gameplay bonuses to help you succeed better in the game. The higher your wizard level, the more skills you get to increase. Be sure to adjust your skills (you can increase and decrease skills at will, transferring skill points is reversible) according to the stage you are about to play. Since there are plenty of gem-color specific skills, be sure to invest only in the gems you know you will be playing. The game allows you to review the stage and the gems available by default.

Focus – more mana at the start of the battle

Increasing this skill provides you with more mana to create gems and build towers and traps. Ideally, increase this to a good enough level so that you would have enough mana for a couple of grade 3 gems and towers to mount them on. That setup will usually be enough for dealing with the initial fields. Later on, expect this volume to go up so high that would have enough mana to cast mana extend and maybe even set up an amplifier or two.

Replenish – faster mana recharge per second and more mana gained per kill

This is a very important skill to increase, and should be a bigger priority than focus. This skill determines the amount of mana you gain every second and for every kill you make. The higher this goes, the more mana you will have in your pool. If you set this to a high enough level, you will be able to make plenty of high grade gems in a short period of time.

Forge – gem creation and combination costs are lowered

Another great skill to learn, since regardless of what field you are playing, you will certainly be spending plenty of mana on gem creation. The duplication costs at the anvil are also affect by this ability, so invest in this as soon as you can. Reducing gem costs will allow you to build high grade gems much earlier, and also, this is the only way to make multi-color gems easier to create. Basically, you will want to max out this skill as early as you can, though we also recommend throwing a few skills points for focus, replenish and constructions.

Constructions – walls, towers, traps and shrines cost less to create

As in the description, anything you build will cost a whole lot less mana to make. And this is a giant plus to many stages since you will encounter fields where you would want to invest in plenty of walls or adding in amplifiers. There are a few stages that are designed with pre-made towers, traps, amplifiers and other defenses. In these fields, it is often best to just make use of the existing architecture than to make your own. And when you do so, you can choose to pull out any points in this skill and move it to something else.

  • Poison Mastery – higher poison effect damage
  • Bloodbound Mastery – higher damage bonuses from kills
  • Multiple Damage Mastery – better chances of multiplying damage
  • Chain Hit Mastery – Better chances of hitting multiple targets
  • Slowing Mastery – targets will now move even slower
  • Armor Tearing Mastery – higher armor degradation from attacks
  • Shocking Mastery – better chances of shocking a target
  • Mana Gain Mastery – more mana gained per hit

The above eight skills are all gem-specific skills. What that means is that the skills only affect a single gem. This means that if you placed plenty of skill points on poison mastery and are about to play without planning to use poison gems, you would be wasting away your skills points. Of course, it is always possible to spend a little bit of mana to unlock a gem in any stage, so decide beforehand if you have a strategy in mind before choosing to invest in a specific gem mastery skill. At low levels, these skills provide a decent edge. At higher levels, you could find yourself relying on specific gem combinations for their effectiveness in combat.

Flexibility – Extend mana pool and gem unlocking costs are lowered

This is a skill for very high level players –despite its already high level requirement, the flexibility skill truly shines once you find yourself creating gems that are over grade 10. This is mostly because of the mana pool extension ability. Your mana pool limits the grades of gems and having this cap increased will grant you access to better and stronger gems. Lowering gem unlock costs are also good –since you are able to access gem colors that are not available in the stage by default.

Dual Gem Mastery – all dual gems get an additional bonus to damage, range and firing speed.

Now this is a very specific mastery skill as it only applies to dual gems. Dual gems, are gems that are made of two colors, and if your gameplay strategy relies more on dual gems as opposed to prism types, then this skill upgrade is very useful. Basically, the dual gem mastery mimics the effect of an amplifier, though its effects are limited to your current skill level, it still provides a significant boost to a gem.

Resonance – all gems gain a bonus to damage

The resonance ability is a massive attack upgrade for any player, with this skill, all gems are instantly getting a bonus to their damage. High damage gems like multiple damage and bloodbound will benefit a lot from this skill –since their attack powers will be further increased. For those crucial maps when you need to dish out as much damage as possible, try to increase resonance a bit more than usual.

Wild Gem – start battles with a gem in your inventory (pre-determined per stage)

The wild gem ability provides players with a bit of a helping hand when starting out a stage. The only drawback is that the colors are set per stage. While they are often useful, there are times when the gem color is not the one that is fit for your initial strategy. In any case, just make use of the extra gem in order to upgrade another gem or just extract some mana from it through the anvil.

Recharge – all gems gain a bonus to firing speed

In our opinion, firing speed is far more important than damage. After all, having a slow firing speed means that plenty of fast monsters will be able to slip past you without getting hit; opposed to a tower with a fast firing speed and about a fourth of the damage, you can still be more effective if the tower can shoot at least five or more shots before the enemy gets to move out of the attack range.

Radiance – all gems gain a bonus to range

Speaking of attack range, extending this stat does plenty for improving your attack capabilities. With gems being limited to the towers on the stage, you have a very limited area that you can actually defend, and this area is being controlled by the range of the gems that you use. While using amplifiers, higher grades and gem combinations will increase the range, so will this skill. And that is why high level ability is also one of our favorites. Spending a lot of skill points on this and recharge will do plenty for improving the attack capabilities of a gem far more than resonance would (if you want damage, try it with gem types or amplifiers).

Enemy Types

There are a total of six main enemy variants. Each type has its own unique feature. In terms of appearance, monsters all look like insects with their chitins, exoskeletons and long creepy legs. While they also differ in form, shape and color, it is in the size and movement that they are best distinguished from each other.

Normal – normal enemies will crawl and creep across the path in a moderate pace. Their movement has a steady rhythm. Size-wise, a single normal type enemy will take up about half a tile. Being your typical grunt enemies, expect these guys to easily fall to your defensive lineup. They do get a little dangerous in large groups, but they can still be easily taken care of with a nicely placed gem bomb.

Armored – these troops are a lot like your normal monsters (more often than not anyway); moves at a moderate pace (though they tend to be a little more out-of-beat with their motions) and the size is also roughly the same. The difference comes from the fact that armored troops tend to withstand damage a lot better than normal monsters and it will take more than a simple gem bomb to keep them down. Try to focus on gems that deal massive damage or provide a penalty to armor stats like the armor tearing gem.

Runner – a runner is basically a monster with a pretty fast pace. They are faster than normal and armored troops so when their wave comes in, expect them to eventually outrun the wave that went before them. They have moderate HP so it wil take a few hits to bring them down. The good thing is, as fast as they may be, their pace is still plenty reasonable. Just stick to chain hit and multi damage games for now. Runners are easy to spot, aside from their speed, they tend to be a little thinner than the normal waves.

Swarm – a swarm wave is extremely annoying for some players, and very challenging for the rest. These guys are ridiculously small (smaller than an eighth of a tile), but they are also insanely fast. They often have HP in the lower single digits, making them easy to kill even for some grade 1 towers. Sadly, they also come in huge volumes, so unless you have enough towers and fast  firing gems ready, expect that swarm creatures will make it through. The good part is that banishing them costs little, and if your mana regeneration is fast enough, it is easy to maintain the mana in your pool even if you are doing plenty of banishes (also, swarms are the monsters to fight if you want to earn that banishing award)

Giant – lastly, giant creatures are the like bosses of the game. They come in very small groups, with a single wave consisting of 1 to 5 of these large type creatures. They are easy to spot –mostly due to the fact they occupy several tiles when they move (smaller bosses take up the space of a tile and a half. Really big ones can sometimes reach a space of over three tiles. The key to beating them is to get a high damage gem and keep attacking. Since bosses are slow, you will want to concentrate your fire. Also, move your strongest gem to the tower that is closest to the base.

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