Hello, i am just reserving here a post, i am osan and i love making reviews and walkthroughs, and my first here in AG will be a full walkthrough and review, this is just reserved (i will edit this post when game is out)
i am thinking of puting images and strategies, plus suggestions and other thins, but if you want any (please not a video) specific thing just tell me and i will work on that
Oh the joy. Got to wizard level 99 upon beating the final corner field of the labyrinth, and received a journey amulet which I think is the best amulet of the lot.
@pepe128,
This was my solution. Field H2 has a central square with 4 entrances. Block 3 of the entrances and build a wall around the inside of the square leaving a path around the edge so they go all around the wall before entering. Build 3 towers in the wall and 2 on corners. A few traps. As always, keep the monsters under fire as long as possible.
Use any lime-based dual gems. I used lime/green but I had to 'juggle' i.e. demolish+build walls at the last minute to force a 45k giant to go around twice so it might pay off to unlock yellow.
ok, tomorrow and the weekend i will do a main update to the walkthrough, so please post all the lvls in which you need help so i can put the solution. Pls also put your number of skillpoints
Should have read this before playing, would have helped tons. Figured out blood + chain + optional crit for extreme overkill but didn't mana-farm much. My loss.
We can walk through D3 I guess (similar method works to get enough mana for a 1k damage not red not amped gem as well). Haven't done the 7k creatures one or 1 mill damage one yet, but probably doable with enough cheese. We're doing double count armored, because that's easiest.
Level 110ish, skill layout:
Got greedy on amps, but we'll go with it anyway--also have to buy all gems we'll use. Green/red in tower, green/brown level 2s in traps. We'll gem bomb with level 1 gems through level 30 then go to 2s (this is a bit tedious, might not be strictly necessary to get enough mana for ammy).
Now we add amps and shore up as needed. I got the trap gems to 6s and 5s, they were even mix. Amps are even up to 4, then add pure browns. Up kill stuff tower as needed.
Unfortunately had to sell to make 80k mana. Made a level 9 gem for tower instead of the 8 I wanted, that wasted 25k. Looks pretty though
And here's how it came out:
Unlocked bottom left and top right maps, the 7k amulets are going to be rough.
Also toying with the idea of a shock/mana trap for laughs, have to give that a try.
Problems I see: blood gems are way too good and armor on monsters isn't meaningful enough. I wouldn't want to be responsible for balancing this game though
What do I have to do to get the amulet requiring at least 7 gems each with 700+ non-combined kills?
I made three attempts to get this amulet on Unlimited. Is that where I'm going wrong - does it need to be a normal battle?
Attempt 1: Finished with exactly 7 gems in towers, all with 700+ non-combined kills, and also some gems off the field. No amulet.
Attempt 2: Finished with exactly 7 gems on the field, some in towers, some in amplifiers, each with 700+ non-combined kills. No other gems at all. No amulet.
Attempt 3: Finished with exactly 7 gems on the field, all in towers, each with 700+ non-combined kills. No other gems at all. No amulet.
Problems I see: blood gems are way too good and armor on monsters isn't meaningful enough. I wouldn't want to be responsible for balancing this game though
actually, blood gems scale really badly and aren't really worth it in the late game.
What are the "sweet spots" for each gem? Green gems seem to become useless really soon, just three or four waves in and they no longer are relevant. Orange gems don't seem to have much interest until late in the game. Cyan gems also are only useful when they're high enough grade to stun monsters more often than not.
In non-premium games (so, no endurance), red gems reign supreme. Most levels can be won with a single tower surrounded by eight amplifiers, all filled with identical dual gems, ideally red/lime but as long as one of the two components is either red or lime it should work.
E8 amulet without premium. Did 3mill overkill damage, but that doesn't count I'll have to mess with standard or random waves double hp and summon the crap out of a giant wave I guess.
You can beat most waves easily enough with gems provided. A few get annoying, especially when it's some horrible combo like shock/slow. If you really want to speed through later levels when you have dual gem and a few other perks, mana farm with green/orange traps then buy a level 8ish green/yellow and send all the rest in to get mowed down.
Supposedly with trap and trip gem skills, it gets really out of hand...like in the vids posted
you shouldn't put this much in focus, drop 2 levels off there, max out forge and add rest to replenish, after all focus is only useful at the very start while replenish works thoughout the game.
Higher starting manapool means more adding per increasing. It's matter of balance. "Mana pooling by 5%" works really well with "Increased starting mana pool by x%" - difference between 300% and 200% really notable