GemCraft Lost Chapter: Frostborn Wrath (also known as GemCraft - Frostborn Wrath on Steam) is the fifth installment in the GemCraft series developed and published by Game in a Bottle. The game was released on Steam for Microsoft Windows systems in January 10, 2020. Frostborn Wrath is the first. Farming F1 no longer really works, because Chasing Shadows has been hard nerfed. Chasing Shadows used to guarantee 7 shadows (when maxed) would appear in a level. F1 has 10 waves with maxed Chasing Shadows.used to just call all 10 waves, 7 shadows appear, kill them, get 650-700 cores in under a minute.
So i eventually figured out there had to be a way to make a mana profit from mana leeching gems, and i went on google and found a couple forums on mana farms.It is the equivalent of monkey farms in bloons td.Note.: I made my first mana farm on K5, because it has White, Orange, Red & Yellow. Which you.NEED. and i did this.WITHOUT. any skill point's in the mana leech gem, but i did have lv30 in Pure and lv30 in traps with lv20 in amplifiers. Also.Note.: You need amplifiers from J2, but you need to beat G2 to unlock J2.Here are the results:And.after i started losing orblets, and the giants with 500 billion health and 250 billion health per minute regen started getting banished rather than my lv20 White+Yellow+Red '.KILLTOWERS.' killing them, i noticed that the mana gain alone from the farm vastly outweighed the banishment cost of not killing anything, so i had to unsocket-suicide to end the game:So yeah, just a helpful little bit of info for anyone new reading the hub, and just showing my first mana farm. Any pro tips?
Originally posted by:Well, the min-maxing is unnecessary unless you want to beat endurance with maxed traits. And that's cool, but still, putting your killgems in traps and enchanting them with the bolt thing (I think that's the one that pierces armor) will let you kill much bigger stuff. As long as you're having fun, though.Yeah i know the traps are better than towers, because of specials and skills.
But i just wanted to see what the tower would be like surrounded by 8 amps. And here are the results.
Beginning mana farms are never very. One thing about mana farms, you only want to bomb the incoming waves 'just enough' - one bomb minimum (for the exp increase) and additional bombs to increase the number of monsers without unduly stressing your killing field.The problem with this is that grade 1 gems, the absolute cheapest to enrage with, increase monster armor tremendously. So either use grade 2 or grade 3 gems (with the increase in mana cost per gem) OR use a killgem in a trap, with a Bolt spell, to bypass all the armor attached to the monsters through enraging.That said, a killgem in a tower is still quite useful. Every so many gems spent enraging a wave, you get one additional mosnter beacon randomly placed in an available 2x2 square on the map. These are farmable for exp, but traps cannot hit them.Here's what I'd do: set up the mana and killing trap areas, bomb just enough that the low level gems can handle the monsters, and then upgrade the mana farm.
Each time you upgrade the mana farm, then spend time upgrading the killgem area. Since the manafarm is upgraded first, that gives plenty of mana to upgrade TWO killgems - one in a tower, set for Structure, the other in a trap, set either for Nearest to Orb, or Random.As far as lag goes. That's purely a functon of how many monsters and shots you have on screen. That's another reason for traps, as they do not have the shots flying all over. Another good way to combat lag, depending on the map, is to have the mana farm area as close as possible to where all the entry paths converge into your single path to the orb. Yeah, i know, i been hitting up wave 350 with mana pool level 30.
With just 30lvs in trap, mana leech, poolbound and purity skills. Usually i try to aim for orange red yellow blue and white maps.
So i can laydown a lv15 white+blue right before the 3x3 farm filled with 3 traps with white+orange+reds and the amps having just orange. Then i set the killtower as a Yellow+red+white trap with yellow amps, then its just shift bombing each wave and sending them all early, as they'll clump together with 90% slow for 12 seconds and just feed the farm, usually the first 50 waves die from the farms damage alone, around the 150th wave the giants get through and then die to the killtower.Right now i start to fail around wave 300-350 when the yellow+red+white traps are around level 35, but the upgrade cost is literally a trillion mana and i'm just not getting those numbers, i think i need more skill points to be honest. Originally posted by:I usually just make trap gems with orange+white and have amplifiers with pure orange. They're cost-effective and I can then use the mana to make a kill gem made of yellow+white+something. Red gems are awesome but I always use multiple traps rather than diluting the trap gems.A.little.
bit of Red, which will be multiplied in a big way by the White (or better yet, Black) will go a LONG way, and increase the effectiveness by a ton.Eventually, you reach a limit based on how many monsters are within range of the trap, since traps can only hit each monster once per shot. That's when towers would be even better for a manafarm (on Random) were it not for the mass slowdown that 10-15k monsters 'on screen' and a few towers shooting produces. But even with that limit, a little bit of red in a trap gem is a very good thing.My WL is 10,113. That's just to give you a frame of reference here. Creating a G6 gem, 16W15O1R, vs 16W16O. Tri color is 8.25 chain hit, 96.82 mana per hit, 4.01 poolbound (I don't have any skill in PB).
Dual color is 153.35 mana per hit, 4.46 poolbound. Giving up 1/3 of the mana per hit, for hitting 7 more monsters per shot. That's a trmendous net gain of mana per shot.
I was one of the first people to beat endurance mode (level 1337) on Armor Games' leaderboards. It's not that hard once you have it set up right.I'll re-paste the mini-guide I posted on JIG here:The first key is to get a gem that is Yellow-Orange-Lime. You'll have to 8x-Amp a single tower for a while before you have a high enough gem, but once your YOL gem is about grade 12 or 13 you can put it in front of the entrance and instantly fill your mana bar with dead monsters.The second key is to use Giants Only and summon as many as you can handle each wave while you're still setting up. For me, it was 1 gem grade per 10 waves, so 1-10 is a grade 1 gem, 11-20 is grade 2, etc. You make a huge profit by doing this, since the giants are worth so much per kill.
Do not summon after 160 or so, since the natural HP of the creeps quickly starts to climb to 3.33 billion. The nice thing about this is that the max natural creep HP stays at 3.33 billion for the rest of the game.Other important tips:.
Put a blue/purple trap before your YOL trap until you're comfortable that your YOL can kill anything (grade 20-21 or so). Remember: Don't summon after round 160 or so. You've been warned. Get your amulets done early on in the battle.
For example, it takes about 4-6 grade 19s in a shrine to kill off a monster with 3 billion HP, so save yourself the trouble.I did this for the first time on H11, and ended up with a total multiplier of 7583. When I play all armored endurance, I get 3 areas set up:Mana farm: a line of amped traps with orange - lime - blue, ususally level x orange, level (x-1) lime and (x-1) blue, mix the lime blue then mix into the orange. Mix a lime 2 with blue 2, making a l3, mix with an orange3 to make a OLB4.
This chain hits mana gain while holding them there for a while. It will not do much damage later on, but that's not it's main function (to gather mana).The Killzone: a line of towers with amps on both sides. The gems are yellow x with lime (x-1) (ex yellow 3 with a lime 2). They do high damage (with the multiplier) to several monsters at once (with chain).
Place this far enough away from the mana farm that upgraded levels won't fire into your farm.the Hadron wall: a line of traps with amps on the sides at the end (but within range of kill towers) with yellow(x) lime(x-1) blue(x-1) or yellow(x) lime(x-1) cyan(x-1) (shock) gems. This is a stiff wall that holds any leakers while it burns them down and also gives the killtowers more time to pound on them. I have had wave 1000+ groups summoned with a lvl20 gem hit the wall and burn up before getting past the first trap.Why traps for the farm and wall? They give much higher special bonus.The problem is to get everything working, you generally need to be about level 50 to have enough skill points for all the bonuses, but once you can get 20/20 on mana, crit, chain, and slow, you should be able to start pwning endurance.
Once you get 1 endurance past wave 1337 with the endurance multiplier and all the add on's (build 10+ towers, build 10+ shrines.) you can earn 6 to 10 levels (and the pile of skill points that go with it) and defeat your next map on endurance.One admission is once I get all 3 areas set and running right (around wave 300) I use a bent paper clip to hold down the 'n' button (send Next wave) and burn right through to the last wave (1337). The first time I won endurance was when I was level 23. I just wanted to try, so I used 2,7x battle settings. My mana farm got worthy at wave 40-50 and I was able to craft grade 32 gems by wave 300.
I got nearly 700,000 XP and leveled up from 23 to 77. The next endurance I tried was with 11,5x battle settings. I went from level 94 to 311.
And later, I won with all settings (no shadow clash) and got 35 million experience.