
Multiple Killgems - On the one hand, since creep armor is a flat reduction in damage per shot, a single, strong gem is the most effective way of dealing with heavily-armored foes (but see also the discussion of the purple (armor tearing) gem later on). Also remember that making a maze longer in a place that's not in range of any towers doesn't do you any good. Every map is different, and you'll have to adapt to what you're given.

A long maze can mean the difference between creeps getting through to your orb ("leaking"), and killing everything and being ready for the next waves. Generally, you want to place your towers with gems such that they can cover the longest possible stretch path, thus giving them the most possible time to shoot at creeps before they go out of range. Also, bringing different entrances for creeps together so that they're traveling on one path for as much of the level as possible. to make a long path the creeps have to travel to reach your orb. Mazing - One of the most basic strategies for tower defense-type games is "mazing", or using walls, towers, etc. Also read the tips that show while maps are loading. Read the Tutorial Screens - They tell you important stuff about the game. Hopefully I will finish it Soon(TM), but I wanted to post what I already had for anyone who's having trouble. I'll try to make updates once all that stuff is sussed out, but for the first while after release, I'll likely be spending my spare time playing, not guide-writing. That shouldn't matter too much, since we know from the developer's blog what most of the changes between versions are, but it does mean that the "map" of fields later on doesn't (yet) include the locations of the Orblets Trait or the Chain-Hit Gem Skill, since those were auto-awarded for buying premium in the flash version.
#Gemcraft chapter 0 h4 guide how to
Battle Traits - how difficult each is how to counter.Skills - discussion of the non-gem skills, how to use the spells.Gem Types - more detail on gem types, and how to use them.The Beam Trick - a non-obvious trick for "hitting above your weight" short, but powerful, once you unlock it.Basic Strategies - covers some game mechanics, and how to use them to effectively to win.I don't tell you, "Next go here and do this." Rather, this guide is a set of strategies and principles that can be applied to whatever situation you find yourself in. With the exception of a brief outline of the world map near the end, it's not a walkthrough. I strongly recommend finishing the game first, and only then going on to ultra-high WLs, if you choose to. It is quite possible to do endgame mana farming and reach insane WL well before finishing the "main plot", as long as you have unlocked the necessary skills, but doing so (imho) robs the main playthrough of a lot of its fun. What it doesn't cover is endgame play, doing super endurance runs to get WL 10,000+ (and even on up to 30,000+) see BilboGCL and company's Extreme Endgame Guide for that. It aims to be useful from starting at Level 1 on field F1, through collecting skills, levels, and talisman fragments, and on until beating the final field of the game at Y6 (which usually happens around Wizard Level (WL) 110-170, although it can be done as early as 85, or not until after 300+). It is designed for players who want to find their own way in the game, but maybe want a bit of help with how to accomplish that.

#Gemcraft chapter 0 h4 guide series
This guide is intended to give players new to the GemCraft series a leg up on the strategies that will help them succeed at GC2:CS.

I'll try to get back to filling out the remaining bits, but I can't make promises. No ETA on updates, but I feel like the most important stuff is there. Sorry that the promised guide updates haven't come through yet.
