wild gem is a skill available at level 42, it gives you a gem at the start of any level, a minor (major if maxed) boost at initial firepower, sometimes it's as strong as R/O/L, sometimes it's something fairly weak like B/G/O or stuff. Still, even it has no value, you can gembomb it against your gem anvil ('X' key) and get a major boost to current mana, which you can use to create initial defence.
either it gives you a really good gem (as vesperbot mentioned, r/o/l or r/l/y) or it gives you a lot of mana for "selling" the gem, so you can buy another gemtype or something.
Thanks for the wild gem answer . One other question regarding the amplifiers...I know that the higher quality of gem that's placed in an amplifier increases it's effect. But..does what color of gem placed in one have anything to do with it's strength (for example, would it be better to put a red gem in as opposed to a say, green one)?? BTW, things are starting to get a little easier, lol. I've just been grinding away...
IF the color of the amplified gem is the same as the gem color in the amplifier, the special effect is also boosted. Just for example, A grade 3 red gem in an amplifier will increase all amplified gems stats as well as any red gem types by say 3% to their special.
people say specials rate transfer is 18% at 100% amplification and 0 points in amplifier skill. So if you want to just up damage and firing speed, any gem will do, but if you want upping specials, use gems of either of the colors on the tower gem.
Also I expect the wild gem skill is a little bugged, its cost seems to be calculated with the base of 77, so if you have forge maxed, you don't lose mana for recombining the wild gem should you want, and if oyu have gem anvil boost skill you gain even more. So this means it's almost always better to wreck the wild gem for mana, unlock whatever you want and set up a formidable defence instead of keeping it for its damage. This is also because of an overnerfed (IMO) supergemming, when you supergem, that gem loses specials but at least does not lose damage. So if you have R and L available (there's a level with both) and have there a R/O/L supergem, you wreck it and recreate (opening O), it will have better specials but less damage.
It is possible to get a level 12 gem without the premium edition. I did it on D4 which is a pylon level so if you stay away from the pylon until the end you can effectively get unlimited waves, plus there's 54,000 mana in shards so that gets you off to a good start. Even still, by around wave 100 I was losing, so I started summoning waves nonstop. The mana I got for this was enough to make a level 12 gem and pay the summoning costs for all the monsters I wasn't killing long enough to charge the pylon.
***might be a bit of a spoiler for some in terms of strategy***
Just 19 fields left. I was stuck for a couple of days on the third Crafting Pylon, but as soon as I figured out the sheer power of Y/L it's been pretty much plain sailing, apart from a few over-ambitious errors on my part trying to squeeze every last summon/amulet out of each round.
Well, it's Y/L all the way (no traps, simply no other colours needed so just max out the respective colour skills, focus, dual mastery and the higher level range/power skills), and for endurance I've been building a Level 4 yellow, a Level 3 lime and a Level 3 orange, combining and just 'D'ing over and over, with sometimes a 'king' tower surrounded completely by Enhancers. You get unbelievable firepower.
I'm currently level 81 and plan to rush through the remaining unexplored levels before hammering the 'gift' levels (ie, long, drawn out single paths) in an effort to snatch every amulet available (especially with shadow clash).
In terms of the corner fields, I know A13 is through killing 12 apparitions; M1 through C11; and M13 through K9. Does anyone know how to obtain A1?