
Horizontal bars over the stages.įor every 5x multiplier you get on field it shows 1 bar, with maximum being 4. You get as exp difference between you current attempt and you previous best attempt, obviously if you scored better.Ħ. M13: K9 Challenge Amulet (Beat 100 waves) Yes, impossible without premium.Ģ. Result is individual, with high resonance grade 7 gem in shrine could kill 120k hp monsters.Įndurance is easier to start with highest settings on lowest exp fields (less hp for starting monsters=more angers=easier to build defence).Ī1 : L9 Challenge Amulet (Kill 7000 monsters)

Summon the hell out of them, then use high grade yellow gem in shrines. Using random wave composition + restarts would give you early giant waves.

Then it will be easier to get more exp with lowest exp fields(with higher level you can manage more summons). If you would follow this path, you will get notably stronger gems.(for example, x2 crit multiplication at 7 grade)īetter to start with highest base exp fields - they have decent number of waves, so you can get more amulets. Resulting gem would have triple gem bonus without diluting Yellow and Lime by weaker colour*. Use this gem in step 3 instead of pure lime. When your gems would be around grade 10, make gem ((purple G1 + lime G1) + lime G2).+lime G9. Failed at summoning exact amount.Īfter getting decent result on D10 max wild gem, support skills, lime/yellow/orange masteries.ġ.Grade1 lime+grade 1 yellowģ.(dual +pure yellow )+(dual+pure lime) Green for poison traps and cyan/blue duals for pylon charging. Pulling this trick would level up you to level 90+. Summoning with grade 1s causes 4 (5 with violent explosion skills) more monsters to be summoned in the next wave. A high armor level can make creatures almost invulnerable to damage. The armor level shields creatures from damage equal to their armor level of hit points every hit (so if a tower fires a shot with a damage of 10 that hits a creature with an armor level of 2, the creature will only take 8 damage).


Even though the monster health increases slowly, the armor level increases rapidly when summoning with grade 1s. It causes an increase in the number of monsters, monster health(7+3*grade), and the monster armor(125%). Since version 1.12 it is capped on 50, nonetheless it is still best gain of exp for time invested.Ĭap will be reached with 1606 monsters summoned (you need 1607 killed), bear in mind that there are amulets which require 2k kills and 120 shrine kills. Pylon levels let you do (killed-summoned)=1, thus provide insane multipliers. Main idea behind this trick - formula for summoning multiplier, which is equal to (summoned/(killed-summoned)+1)^0.53. Our target of this part - blazing through storyline to get decent level and obtaining trait (for premium). Updated 12 July 2014 - fixing broken formatting.īasic tips can be found in strategic guide and in game on tutorial pages, even about target priority!. Partially based on Einfach's Gemcraft chapter 0 walkthrough.Īlso thanks to Kongregate players: LordBucket (main quest strategy), pongi01 (orange\lime+orange tables, frostlion(grade scaling)
