''Gemcraft'' is a free-to-play TowerDefense series developed by Game in a Bottle and distributed by [[http://armorgames.com/ Armor Games]], a major source of WebGames. It has a distinct {{Fantasy}} setting with a rudimentary storyline that varies between installments.

Generally, AnAdventurerIsYou, assuming that said adventurer is always a noble [[FunctionalMagic wizard]] out to reach some goal on the other side of the world, come hell or high water. In this case, come monsters, by the bucketload. You, the SquishyWizard, must protect your tower ([[IncrediblyLamePun tower defense, get it?]]) at all costs, by placing towers next to, and traps on, the path leading to it. However, a key difference splits Gemcraft off from other tower defense games instead of being able to upgrade your traps and towers directly, you must power them with gems. Gems are mostly obtained with a spell named Craft Gem (which is basically the source of the game's name), and have distinct colors (which affect the types of powers they possess) and levels (which affect their strength). By combining gems correctly, you can create better ones to better fight those evil monsters.

The eight gem colors (and their special abilities) are:

* '''[[color:red:Red]]''': SplashDamage in the first two games. Changed to "[[KillStreak bloodbound]]" in Labyrinth: The gem gets extra power from a percentage of the monsters it kills.
* '''[[color:orange:Orange]]''': [[LifeDrain Mana Leech]]. Each time it hits a monster, you gain mana.
* '''[[color:yellow:Yellow]]''': [[CriticalHit Multiple Damage]]. The first two games gave a flat rate to deal triple damage. In Labyrinth, the multiple damage rate can be ramped up as high as you can make it (starting with double damage).
* '''Lime''': [[ChainLightning Multi-hit]]. Starts with one extra hit, but can be ramped up to be able to hit more than two monsters.
* '''Green''': Poison. Ignores armor, so useful for armored waves as well as swarmlings.
* '''Cyan''': Shock. Can stop the monster in its tracks.
* '''Blue''': Slow.
* '''Purple''': [[DamageIncreasingDebuff Armor Tearing]]. In the first two games, each hit has a chance to reduce a monster's armor by a set amount; in ''Labyrinth'', each hit lowers a monster's armor by a given ratio, based on the gem's power.

The latest chapter, ''Chasing Shadows'', was released to Armor Games in April 2014 and was released to Steam later in 2014. It removes Lime gems (moving their multi-hit to Red) and adds two more colors, changing the colors thusly:
* '''Orange''': Mana Leech.
* '''Yellow''': Multiple Damage[=/=]Critical.
* '''White''': [[StrongerWithAge Poolbound]]. Increases the gem's damage and specials when the mana pool levels up.
* '''Red''': Chain hit (from lime, and moving it closer to its original SplashDamage role).
* '''Green''': Poison.
* '''Cyan''': Regeneration suppressing: lowers monsters' health regeneration rate. (Shock was made into a Freeze spell).
* '''Black''': Bloodbound (from red). Increases the gem's damage and specials based on the number of monsters the gem has hit.
* '''Blue''': Slow.
* '''Purple''': Armor Tearing.
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!!This game series provides examples of:

* AbsurdlyHighLevelCap: There is no level cap; rather, cap on how much experience you can get due to the fact beating the same field twice gives you only difference between your new and old record - fail to beat it and you get nothing.
** Downplayed in ''The Forgotten'' due to the fact it's much harder to grind than in the later games. You can reach the last level as early as late 50s, but if you go out of your way to grind on all levels, you will likely reach it with level somewhere in 80s, which will allow you to max out most of the skills.
** As mentioned below, maxing out all skills in ''Gem of Eternity'' requires your level to somewhere around 200. This is much higher than the level required to beat the game, but also nowhere the level you can get by grinding as much as you can. This entry is unique in the fact that each of the level's battle modes are considered to be unique for the purpose of gaining levels.
** In ''Labyrinth'' and ''Chasing Shadows'' it's high enough to make even VideoGame/{{Disgaea}} hang its head in shame. By stacking difficulty, talisman bonuses, and battle settings/traits, you can gain billions of XP per level. and with 169 fields in ''Labyrinth'' and up to 191 in ''Chasing Shadows'' (including Magician's Pouch-exclusive and Steam-exclusive fields), your wizard level can get absurdly high. The soft level cap is generally considered to be somewhere around Level 10,000 in ''Labyrinth'' and 50,000 in ''Chasing Shadows''.
* AirborneMook: Apparitions in ''Labyrinth'' just fly over the terrain, and have a lot of health. Thankfully, they don't hurt you, they're slow, they're uncommon, and they give [[MetalSlime 3 free skill points when beaten]]. A much nastier version is the Shadow, encountered only once as a boss in the storyline, but the player can choose to fight one as a BossInMookClothing via the level settings. These can fly anywhere on the terrain, have tons of life and armor, can spawn homing shadow balls that aim for your orb, and create a large and fast swarm of Mooks. [[DesperationAttack When low on health]], the Shadow will perform TheSlowWalk right at your orb and instantly destroy it should you fail to kill the shadow.
* AllYourPowersCombined: Crafting multi-colored gems becomes less beneficial until you combine all 8 colors into one gem. At that point, it gains the power of all 8 gem types rather than the 3 dominant ones, and its damage, range, and firing speed all skyrocket. Averted in ''Labyrinth'': Supergemming in this manner doesn't exist.
* BonusDungeon: Getting a glowing frame (equating to a really high score) in the original on all levels in certain section would open one of the hidden levels, all of which were a one color level. In Chapter Zero, completing maps on Heroic will eventually unlock bonus levels. In ''Labyrinth'', the four maps in the corner can only be opened by doing special field challenges. In ''Chasing Shadows'', vision fields serve this purpose, being levels that only need to be cleared once for full reward and locked you into specific challenges. Other fields only unlocked after another field was beaten on at least Glaring.
* BossBattle: ''Chapter One'' has epic bosses strewn across the main story. ''Chapter Zero'' has Arcane Guardians. ''Labyrinth'' has one guaranteed Shadow battle without needing modifiers.
* BrutalBonusLevel: Pretty much any bonus level either already is this, or can be made into this with appropriate difficulty modifiers.
* ChainLightning: Lime gems (red gems in Chasing Shadows) can strike chain hits.
* CuttingKnot[=/=]DungeonBypass: [[DiscussedTrope Discussed]]. The wizard in ''Labyrinth'' mentions that he can't just "hop over [to the labyrinth's center]" due to some kind of energy forcing him to pass labyrinth the usual way, field by field.
* DamageReduction: Via Armour level. Some particularly annoying mooks ''gain'' armor every second.
* DeathOfAThousandCuts: Swarmlings do this. A single swarmling costs very little to banish, but if enough of them manage to slip past your defenses the combined cost can make giants look easy by comparison.
* DiscOneNuke: One of the early stages in Gemcraft: Labryinth has a tower surrounded by eight amplifiers. Place a gem in each of the amplifiers, and the tower gem will '''kick ass'''. This nuke becomes MUCH more powerful if the player buys the "premium" version and uses endurance mode with this strategy to get a ridiculous multiplier to their XP gained. A similar setup occurs in ''Chasing Shadows''.
** Red gems in ''Labyrinth''. They add a percentage of their kills to their damage. Meaning a red gem that's been there since the first wave can have a damage of over 1000 by the final waves. The gem won't dominate the game by itself, but becomes much more powerful when combined with the lime or yellow gems (which multiply the offensive power.) This power was nerfed slightly in ''Chasing Shadows''. The black gems now multiply both damage and specials and count hits rather than kills, but use hit levels rather than raw hits.
** A different Disc One Nuke in ''Labyrinth'' (the ability to juggle monsters over mana leech traps by building and demolishing walls to keep them going back and forth over them) led to the developers putting a hard cap on the number of demolitions one could use on a level.
* EarlyGameHell: Your lack of skill points to distribute, along with limited access to skills you can put points in, makes advancement through the game difficult if you aim to breeze through each level as you go. Once you unlock the stronger skills and begin revisiting old levels for additional experience and multipliers, expect to gain levels a lot faster.
* EarlyInstallmentWeirdness: The first game had a bunch: there were no traps - only trenches that slowed monsters instead. The only thing gem bombs could do was damage enemies; no transmuting or wave angering. There was a soft {{Cap}} in the first game, unlike later games which just kept going until it was too high. There was no way to pause gameplay when building or thinking, which meant that everything was based on twitch-like gameplay, unlike later games which became closer to TakeYourTime.
* ExactlyWhatItSaysOnTheTin: The Forgotten gets her name from the fact that she keeps escaping for so long, she is now so forgotten that nobody knows why she exists.
* ExpansionPack: Gemcraft: Labyrinth and Chasing Shadows contains a five-dollar "premium" version which unlocks extra modes, skills, and battlefields. There are many achievements, levels, and skills that can only be found by completing certain maps in certain sectors, and those that require completing a Premium-only level are thus inaccessible.
* FakeDifficulty: The Shadow boss from ''Labyrinth''. It has the ability to spawn a HUGE, fast ZergRush of units that will take a bit of time to take down... and there's a possibility that it spawns them ''right in front of your orb'', making it impossible to avoid massive damage.
* FlawlessVictory: Defeating a map in ''Labyrinth'' without letting any enemy touch your orb gives an xp boosting medal for that round. In ''Chasing Shadows'', the orb gives extra experience for each flawless wave.
* {{Foreshadowing}}: When you create the new Gem of Eternity in ''Labyrinth'', [[spoiler: the shadow of the Forgotten appears behind it for a moment.]]
* GemstoneAssault: Gem towers fire energy, and the Gem Bombs can be dropped on a bunch of Mooks.
* GameBreakingBug: In Labyrinth, the glitch that allows the creation of near infinite strength gems has a chance of deleting your save file.
* GiantMook: The appropriately-named Giants, they're basically boss versions of normal enemies with more health. They [[MightyGlacier deal more mana damage to your orb than normal mooks, but move very slowly]].
* InterfaceSpoiler: Chapter Zero's level frames show a 9th indentation, which you can notice well before actually unlocking the corresponding battle mode [[spoiler:(by beating the last level)]].
* KillSat: A Focused tower, a gem tower accompanied with a complete 8 supporting amplifiers in a 3x3 box, qualify in this trope. As amassing powerful gems in each amplifier (taking a fraction of its damage, range and firing speed), the tower gets a significant boost so wide it can fire across the map, disintegrating anything that simply spawns into battle. While Amplifiers alone are expensive, skill investment can be only thing that stops you from making one.
* LevelGrinding: And lots of it. In Chapter Zero, you'll have to level up to 200 in order to max out all your stats, and in Labyrinth, there is no level cap for 3 of the skills. For the premium version, the Ritual skill will let you gain one starting and maximum mana for a set number of battle amulets you possess, based on its skill level.
* LuckBasedMission: Prior to ''Labyrinth'', crafting causes you to receive given a random-color gem based on those available in the level. The same goes for using Gem Bombs on enemy-spawning buildings -- they may or may not destroy the building due to randomized damage.
* LuckManipulationMechanic: Transmuting gems in the first two games allows you to take unwanted gems and transform them into those of a color you already have. If the level doesn't let you create gems of that color, it's one of the only ways to replicate the color that you otherwise won't get access to.
* MakeMyMonsterGrow: You can use gem bombs to provoke more enemies to attack, which also causes them to become stronger but give more Mana as well. Use this effectively, [[GameBreaker and...]]
* {{Mana}}: This is needed to build things, craft gems, cast spells, and as a last ditch ManaShield to banish monsters that get too close. It builds up slowly every second, but largely comes from monsters you kill, and gets increased by using orange gems in the right places.
* ManaShield: If a monster reaches the destination, it's either sent back to the beginning via a banishing spell or causes a game over.
* MarathonLevel: All levels become this in ''Chapter 0'''s Endurance, which contrary to what it claims, is limited. It's actually 510 waves of monsters, not that you're likely to reach the end of it, considering that monsters will grow in power exponentially, with last waves being able to have HP well in decillions or somewhere around that mark. The last level is also similar, though it's "only" 228 waves, which, while not the proper way to beat level, is more feasible.
* MetalSlime: Apparitions in ''Labyrinth''. They are uncommon foes that [[AirborneMook fly over terrain]] slowly and have a TON of hit points, but they can't harm you at all and will just enter and exit the map. However, killing these gives the player '''3 free skill points'''!
* MightyGlacier: Giants do more mana damage to your orb if they reach it and have much more health than normal mooks, but they're much slower too.
* MultiMookMelee: Because it's tower defense.
* NamesToRunAwayFromReallyFast: The Forgotten. Also, epic bosses in the first game.
* NiceJobBreakingItHero: In Chapter 0, you spend the game searching for the Gem of Eternity. When you find it and capture it, [[spoiler:it turns out to have been containing a monster (for eternity, hence the name) which then possesses you, setting the stage for the first game]].
* OneHitKill: In ''Labyrinth'', the Shadow will perform TheSlowWalk towards your orb as a DesperationAttack. If it touches your orb before you destroy it, your lose instantly regardless of Mana left. In ''Chasing Shadows'', this ability is given to Spires. This can be turned on for ALL enemies in Chapter Zero by playing a "Sudden Death" game. If Swarm waves weren't annoying enough, now any one of them can kill you, no matter how tiny and pathetic they are.
* PathOfMostResistance: Much of the game's strategy is based around deciding how difficult you want to make the level in the name of more experience.
* RewardingVandalism: Using Gem Bombs on the buildings strewn about may let you uncover hidden relics or even gems to use for yourself.
* SceneryPorn: A Flash game having this level of detail is ''absurd''. [[AnimationBump Later games]] have maps with beautiful backdrops that the series gets much praise for.
* SealedEvilInACan: The Forgotten is sealed away in the Gem of Eternity, but the mage from Chapter 0 is foolish enough to lust for it... and breaks it.
* SkillPointReset: You can do this for free at the skill screen.
* SoundOfNoDamage: The game plays a metallic clink if an attack on an enemy is nullified by DamageReduction.
* SplashDamage: Red gems give splash damage in first two games. Lime gems give a multi-hit version (which is likely why red gems were changed). Red takes Lime's multi-hit in Chasing Shadows, while the Barrage spell fires shells that do splash damage as well.
* StringyHairedGhostGirl: The Forgotten gives this vibe, despite being a faceless skeleton with long hair.
* StrongerWithAge: Blood- and Pool-bound gems are two variants that revolve around this trope.
** Bloodbound increases the efficiency of the gem the longer it stays in the middle of the battle. Constantly killing (or hitting in Chasing Shadows) enemies will make the corresponding gem stronger.
** Poolbound, in ''Chasing Shadows'', increases its power (or the whole gem as a component) the longer '''you''' stay in battle, provided that you continuously build more powerful gems as a result of the constantly growing manapool.
* ZergRush: Swarmlings are the most notable example, but really "rush the enemy with enormous numbers" is the primary tactic of the enemy forces in general.

!!!''Chasing Shadows'' contains examples of in addition to the above:
* AndManGrewProud: According to one of the journal entries, the Forgotten was summoned because of this. The wizards of old, convinced that they were invincible, and greedy for more power, began summoning and enslaving ever more powerful demons, until they finally pulled up one they couldn't control. In one of the Vision fields, you get to oversee the ritual that started the whole mess.
* AntiFrustrationFeature: if a monster is about to touch the orb and a projectile which would kill them has been fired, the shot turns into a lightning bolt which hits them instantly, leaving the orb unharmed. It saves a lot of frustration when trying to get a high streak of flawless waves. It also nets you an achievement if it kills a monster that would otherwise have killed your Orb.
* ArmorPiercingAttack: The Bolt enhancement allows a tower to fire powerful bolts that completely ignore armor.
* BanditMook: Spectres are a PaletteSwap of the completely harmless Spirits, and while they can't damage you directly they will make a beeline for your strongest gem and attempt to take it away.
* BatmanGambit: [[spoiler:The Forgotten's plan to get captured by the wizards enough times for the fake Gems of Eternity to become fully corrupt.]]
* BeeBeeGun: Gem Bombs now spawn friendly "Gem Wasps" when they explode, which linger around the battlefield stinging a set amount of times before dissipating. Their damage can be classified as CherryTapping at most, but they can be enough to finish off foes weakened by the bomb itself.
* BossInMookClothing: The Giants. High levels in Endurance mode have their HP written in scientific notation, once they pass the 1-trillion (1e12) mark.
* BribingYourWayToVictory: Purchasing the full Flash version not only unlocks higher difficulties which, with some practice, can boost your level in the thousands in the earlier stages, but you also unlock levels and even entire map pieces which in turn give you otherwise unattainable achievements and skills. Also, without it even the final level at the highest difficulty still won't get you the highest tier talisman pieces. The Steam version comes with the entire package and then some, but also ups the ante with Iron Wizard mode (which precludes grinding altogether) and adjusting the basic difficulty.
* CoolGate: The Scythe Gate not only looks cool, it's actually essential to the plot by ripping the Forgotten out of the protagonist's body and setting the stage for ''Chasing Shadows''. One level features this very structure, randomly banishing monsters that walk through it.
* CurbStompBattle: The third Vision level pits you againts 223 waves of monsters...but gives you a maze which forces them to take the longest route possible, a perfect spot to set up a gem with 8 amplifiers, and starts you out with 100,000 Mana and all 9 colors unlocked. Unless the waves are heavily enraged, anything you can whip up with that much resources will one-shot everything.
* {{Curse}}: One of your skills is explicitly called this. It makes affected monsters [[DamageIncreasingDebuff take much more damage]] from all sources, causes your attacks to ignore their armour, and makes monster beacons have a 75% chance of failing to affect a monster.
* DamageReduction: Besides Armored enemies, there's also Spires. Any damage higher than a certain threshold is reduced to said threshold, meaning that the best way to beat one is via DeathOfAThousandCuts or [[GradualGrinder poison status]].
* DeathIsCheap: Referenced at the beginning of the game: your body is always hiding in an old tower in the game's easiest level, while the Orb of Presence lets you clear the way of monsters. If they manage to break the orb, the protagonist only needs to make another.
* DualBoss: Demons and Spires occasionally attack in pairs or couples. On higher difficulty, even three or four can be on the battlefield at once.
* DifficultySpike: Once you're past sector P, monsters start having enough armor and HP that you won't make it very far unless you can pull out a grade 5-6 gem on the first wave. Several maps after that, you need to have enough knack to make pathing harder for the mooks on top.
* DiscOneNuke: The Beam attack deals low damage, but hits 10 times per second, making it ridiculously easy to stack specials on a monster. Paired with an Orange gem, it can harvest mana by the thousands as early as in Wave 3. Paired with the black gem, it can make it grow uber powerful in a hurry. It becomes a ''self-boosting'' nuke later in the game, in levels where you have access to White gems, which improve the gem's damage and special (i.e. they make it harvest even MORE mana) the more times you hit the Mana cap, giving you a gem that basically upgrades itself for free provided that you spend your Mana wisely.
* EvilEvolves: The Demons start out as merely annoying, but as you clear more sectors, they gain several abilities, such as attacking your orb directly, slowing down your spells' recharge time, spawning and reinforcing monsters, and so on. They even retain all of their abilities if you meet one by replaying a previous level.
* FourIsDeath: Field T7 has four broken orbs with the corpses of their corresponding wizards nearby. It's also the field where the most spirits appear.
* TheFourthWallWillNotProtectYou: With the exception of the MenuTimeLockout, merely pausing the game in the time dial can have a strategic advantage. However, Shadows retain a small bit of movement even while time is paused; either shooting your orb or spawning more creeps as you struggle to find a way to kill it without the protection of your paused towers.
* FunSize: The Orblets Battle trait. Orblets appear around your Orb with each an adorable chime sounding at the start. While Mana increase provided by these orblets is minuscule, they help prevent up to 9 enemies from being banished by your main Orb, securing more experience in return. Lose any of the orblets by letting the monsters carry them away from the map, on the other hand, will significantly reduce Mana gain from any source.
* FunWithAcronyms: The spell you get by obtaining the [[spoiler:fake]] Gem of Eternity is called "Wake of Eternity". [[spoiler:As you find out eventually, it's not just your enemies that it brings woe to.]]
* GoodPowersBadPeople: The Forgotten has the ability to create life, and her minions make regular use of beacons which can heal wounds, cleanse illnesses, provide shields, and protect other structures. Unfortunately, since the Forgotten IS an evil demon, she mostly uses her life-giving power to create and sustain her living weapons.
* HealingFactor: All monsters regenerate health now. The Cyan gem and Shrine of Infection can counter it.
* HopeSpot: Towards the end, wizards from the Spiritforge start sending you help with their own gems and towers. [[spoiler:Things go downhill really fast from there.]]
* InterfaceScrew: At first the Forgotten merely flashes across the screen. If she shows up in the middle, she blanks out everything but the game map- not only are you unable to cast spells or do anything with gems, you can't even see how much life you have.
* JumpScare: The Forgotten will regularly and suddenly appear with a ScareChord in later portions of the game. Her appearance also enrages the next few waves, making them stronger, or [[InterfaceScrew disables your HUD]], preventing you from casting spells or moving gems for a while.
* TheJuggernaut: Spires. They have extremely high HP, move towards your orb in a straight line, instakill your orb if they reach it, and to top it all off, their [[DamageReduction maximum damage taken per shot is capped]]. Fortunately, they're slow... ''very'' slow.
* LevelGrinding: While the leveling system only counts the best score for each field for the purpose of leveling up, you need a lot of grinding to get the Shadow Cores needed to upgrade your Talisman and increasing the difficulty and XP yield of levels.
* MookMaker: The Shadows will regularly drop off monsters on the path. Also, Possessed Giants gain the ability to spawn Swarmlings when they're killed.
* MoreDakka: One of the new features of the game gives your gems an extra attack with limited charges that they can use together with their normal attack: the long-ranged, armor piercing [[SniperCannon Bolt]], the continuous-firing [[BeamSpam Beam]], and the multiple explosive [[MacrossMissileMassacre Barrage]] shells.
* MightyGlacier: Spires are nigh-unstoppable beasts who dwarf even your towers and will destroy you with a single hit, and have a cap on the damage they can take from every shot as they make a beeline for your Orb... which takes them about five minutes to reach, which gives an ample window of time to shoot them down.
* NiceJobBreakingItHero: [[spoiler:Whenever a wizard trapped the Forgotten, she corrupted the Gem of Eternity. By going to the Spiritforge and performing the ritual with the fake Gem, you gave her the chance to activate all the corrupted replicas and blow the Spiritforge's gates open. Oops.]]
* NoGearLevel: The Vision stages, where you get no bonuses from your talismans and lose all your spells and skills except a select few. Justified in that you're actually reliving a past battle.
* NostalgiaLevel: Some of the vision fields resemble levels from older games.
* OneHitKill:
** Let a Spire reach your orb, and no amount of Mana and Banishment upgrades will save you.
** If the monster waves run out before you manage to unlock a wizard tower or charge an ensnarement socket, the ritual fails and your orb gets destroyed.
* OvershadowedByAwesome: Armor Tearing and Suppressing gems hold very conditional statistics that are barely manipulated by the game; Armor Tearing is only useful early on, when your weak gems cannot get through the armor easily. Even then, Poison gems not only ignore armor for their special, but they generally remain useful all the way up until Critical Hit gems become readily available. After that, a combination of Bolt and trapped Critical Hit gems will do most of the rest of the work. By the time Suppressing gems could become useful, the enemy's regeneration tends to be large enough that the displayed number is around the enemy's actual health pool, while the gem itself is probably nowhere near that.
* PercentDamageAttack:
** The Wake of Eternity spell. In addition to shredding armor, suppressing regeneration, and having a chance to banish enemies, it also deals 20% of their current health to them as damage.
** The Shrine of Blades also shaves a percentage of the victim's HP, based on the grade of the gem sacrificed and whether it's a Yellow gem or not, up to 40%.
** At higher difficulties and wave counts, monsters start exhibiting the "Mana Burn" ability, which damages a certain percentage of your mana in addition to their regular banishment costs when they get to your Orb.
* PowerAtAPrice: Corrupted Mana shards will give you plenty of extra mana if you place gems to harvest from them, but those gems will quickly see their damage reduced to the single digits.
* PsychoStrings: Play when a demon is about to show up. The Forgotten is heralded by a dissonant piano chord.
* RocketTagGameplay: Endurance Mode culminates this kind of sort, provided with enough skill and level. So long as you build powerful gems, the monsters keep growing until either you overwhelm it with damage or they overwhelm your tower with their exponential health increase. Both sides win, as long your experience out-gains your previous attempt.
* ScratchDamage:
** All attacks deal at least 1 damage no matter how much armor the monster has. It doesn't help when monsters start regenerating hundreds of HP per second, though.
** Spires cannot be damaged for more than a certain portion of their maximum HP, so continuous fire from several gems is one of the best ways to defeat one.
* ShoutOut: The Wake of Eternity icon looks a lot like [[Film/TheRing the iconic image of a certain horror movie]]... which is fitting, since the Forgotten is a [[IncrediblyLamePun dead ringer]] for said movie's antagonist.
* TakingYouWithMe: Demons and Spires will explode when you take them down, demolishing all walls in their vicinity. Not noticing that can let monsters slip through very quickly.
* TripodTerror: Spires, albeit with altogether too many legs for comfort.
* YouAreTooLate: It is revealed that the protagonist was supposed to meet up with the Gembearer from Labyrinth after the latter retrieved the Gem of Eternity. His possession by the Forgotten results in him reaching the rendezvous point late and finding the Gembearer's corpse. [[spoiler: And since this also gives the Forgotten the chance to plant a fake Gem of Eternity and trick the protagonist into using it, it also results in the Spiritforge being broken into by the demons.]]
* YourPrincessIsInAnotherCastle: Downplayed. [[spoiler:The story doesn't end at X5 with Forgotten's assault. It ends at Y6, with the wizard finding the true Gem of Eternity.]]
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