![]() I got 300-700 as the max damage on my orb. I spent several rounds abusing Orb boosting but sadly anything with a boss monster is not beatable with that strategy. Although maybe having 20-30% bonus damage would be good. I try to max out all non-bonus-damage pieces. My amulet is full and I've recycled about 7 pieces. I'm level 26 with a skill cap of 7 and I have 7 free skills and sadly one premium skill that based on being the skill for chain hits is probably amazing. Would have got 70 cores in that one fight. Got 83 achievements, shoulda had 200 shadow cores but I didn't get the apparition spawn in the try that I won, only the one I lost. I pissed away like 7 hours of my days off on this today. Haven't yet found a "do this to win" strategy yet like existed in previous games. Also, I miss the 'highest multiplier' indicator from Labyrinth. So many they're tedious to filter through, though the in-map achievement list helps. The game absolutely needs higher shadow core drop rates at higher levels (which it probably has) or some way to reliably grind them (which it might.) It kind of looks like there's a "grind for the ability to grind better so you can enhance your ability to grind your grinding" design here, which is not a fun mechanic. Also not sure the xp talismans were a good idea, since it means leveling talismans specifically for the purpose of leveling better, which means not using slots for talismans that help you win battles. I like the talisman mechanic, but again, shadow cores, and I'm skeptical of the apparent need to spend shadow cores to level talismans that I'll eventually end up throwing away when I get better ones. I really hope that it's not balanced to require grinding easy levels for shadow cores in order to do those same levels again at higher difficulties. But I can spend as many as 56 on a single level and I only have two out of nine traits unlocked. I usually seem to get 2-4 per level, and the most I've seen is ~25. Not sure I like needing to spend shadow cores to get score modifiers, but presumably they'll be easier to get later on. Seems more difficult to progress though, because skills cap so easily leaving you with nothing to spend level up points on extra extra starting mana. Seems to be overall a good blend of the features from each of them. Certainly more complicated than Chapter Zero. This is the same for all the gem types that deal with percentage.Definite improvement over Labyrinth. ![]() Now you don't have to hope for a monster to lose armor. Instead of having 70% chance to reduce the armor level by one for a monster like in Gemcraft the forgotten, you will always reduce the level by. The abilities have changed to be more accurate. ![]() The Red gem changes abilities from splash to bloodbound. You start out with two gems for every level (except crafting pylons) and you can purchase more with mana. You can pick what type of gem you want to use, instead of getting a random color. The gameplay is basically the same, but there are some minor changes that makes things more convienent.Gemcraft Labyrinth has many changes that help make the game easier. The game takes place around the same time as the Gemcraft Chapter 1. follow the in game instructions.Gemcraft Labyrinth is the third game in the Gemcraft Series and is made by Game in a Bottle. make use of your magical gems to stop the monsters at the gates! click to cast spells, place buildings, drag gems. after decades of preparation, the test you've been waiting for, the labyrinth, has finally appeared before you. Developed by game in a bottle & Armor games. Gemcraft Labyrinth is the successor of Gemcraft the forgotten & Gemcraft gem of eternity.
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