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The latest chapter, ''Chasing Shadows'', was released to Website/ArmorGames 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:

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The latest second chapter, ''Chasing Shadows'', was released to Website/ArmorGames 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:


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The newest game, ''[[https://store.steampowered.com/app/1106530/GemCraft__Frostborn_Wrath/ Frostborn Wrath]]'', expected to be released in 2019, reduces the number of gem types to six, while the Poolbound component becomes passive property of each gem:
* '''Orange''': Mana Leech.
* '''Yellow''': Multiple Damage[=/=]Critical. Changed from ''Labyrinth'' a bit; the chance for multiple damage now maxes out at 80%, though the multiplier still abides UpToEleven and beyond.
* '''Green''': Poison.
* '''Red''': Bloodbound returns here. Increases the gem's damage and specials based on the number of successful hits.
* '''Blue''': Slow.
* '''Purple''': Armor Tearing.

It also introduces new buildings, Pylons and Lanterns, and new monsters, notably Wraiths.


* CastFromHitPoints: Everything you build in all games cost mana, which in turn is drained when monsters reach your orb. In other words, Mana is both health and money.

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* CastFromHitPoints: Everything you build in all games cost mana, which in turn is drained when monsters reach your orb. In other words, Mana is both health and [[CastFromMoney money.]]

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* CastFromHitPoints: Everything you build in all games cost mana, which in turn is drained when monsters reach your orb. In other words, Mana is both health and money.


* 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.

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* 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. Labyrinth's premium version has since been released for free on developer's website, due to complications that have arose with buying it properly years after release.


* [=L33tL1ng0=]: The number of Endurance waves in 'Labyrinth' is capped at 1337, which has the meaning of Elite. Well, let's say that you definitely are if you're able to finish them all, moreso with 'Monsters become stronger faster' option checked, which also raises the maximum cap for their stats.

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* [=L33tL1ng0=]: LeetLingo: The number of Endurance waves in 'Labyrinth' is capped at 1337, which has the meaning of Elite. Well, let's say that you definitely are if you're able to finish them all, moreso especially with the 'Monsters become stronger faster' option checked, which also raises the maximum cap for their stats.



** 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.
** ''Chasing Shadows'' subverts it with ''Iron Wizard'' mode. The levels of your character are gone, instead you get 5 skill points per field beaten. While plenty of fields are optional, you will probably grind maximum of them for more skill points.
* 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.

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** 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, ''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.
** ''Chasing Shadows'' subverts it with ''Iron Wizard'' mode. The levels of your character are gone, instead you get 5 skill points per field beaten. While plenty of fields are optional, you will probably grind maximum of them as many as possible for more skill points.
* 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.



* 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.

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* MarathonLevel: All levels become this in ''Chapter 0'''s Zero'''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 the level, is more feasible.



* 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.

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* SealedEvilInACan: The Forgotten is sealed away in the Gem of Eternity, but the mage from Chapter 0 ''Chapter Zero'' is foolish enough to lust for it... and breaks it.


* '''Yellow''': Multiple Damage[=/=]Critical. Changed from ''Labyrinth'' a bit; it now maxes out at 80% of multiple damage, though the multiplier still abides UpToEleven and beyond.

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* '''Yellow''': Multiple Damage[=/=]Critical. Changed from ''Labyrinth'' a bit; it the chance for multiple damage now maxes out at 80% of multiple damage, 80%, though the multiplier still abides UpToEleven and beyond.


* '''Yellow''': Multiple Damage[=/=]Critical.

to:

* '''Yellow''': Multiple Damage[=/=]Critical. Changed from ''Labyrinth'' a bit; it now maxes out at 80% of multiple damage, though the multiplier still abides UpToEleven and beyond.



* L33tL1ng0: The number of Endurance waves in 'Labyrinth' is capped at 1337, which has the meaning of Elite. Well, let's say that you definitely are if you're able to finish them all, moreso with 'Monsters become stronger faster' option checked, which also raises the maximum cap for their stats.

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* L33tL1ng0: [=L33tL1ng0=]: The number of Endurance waves in 'Labyrinth' is capped at 1337, which has the meaning of Elite. Well, let's say that you definitely are if you're able to finish them all, moreso with 'Monsters become stronger faster' option checked, which also raises the maximum cap for their stats.



* Cap: Almost everything is capped, but much later than you can reasonably expect:

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* Cap: {{Cap}}: Almost everything is capped, but much later than you can reasonably expect:


* ArmorPiercingAttack: The Bolt enhancement allows a tower to fire powerful bolts that completely ignore armor.

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* ArmorPiercingAttack: The Bolt enhancement allows a tower to fire powerful bolts that completely ignore armor. Putting it on a gem in trap makes ''its every attack'' armor-piercing.



* Cap: Almost everything is capped, but much later than you can reasonably expect:
** The maximum health of enemies is '''1e300''' (that is, 1 followed by 300 zeros). Even on the highest difficulty with all Battle Traits turned on, the last endurance wave enemies have nowhere around that HP.
** Endurance Mode has 999 waves, despite making you think it's EndlessGame (but good luck getting there). The maximum number of monsters per wave is 999 as well.
** Maximum rate of fire of gems is 48. Their maximum range is capped as well, though amplifiers might extend that.
** Capped skills can be upgraded to 45 plus another 15 skill points from Talisman Fragments. The exception is the Wake of Eternity, where [[spoiler: finding the true Gem of Eternity nets you another 10 points in that skill]].



* 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.

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* CurbStompBattle: The third Vision level pits you againts 223 against 228 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.



* DumpStat: Skill point-wise, few skills require to have skill points in them:
** There is absolutely no reason to have points in Bloodbound ''and'' Poolbound; it's better to stick with one or other.
** From capped stats, Ignition and Curse are generally considered useless.



* MookMaker: The Shadows will regularly drop off monsters on the path. Also, Possessed Giants gain the ability to spawn Swarmlings when they're killed.

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* MookMaker: MookMaker:
**
The Shadows will regularly drop off monsters on the path. Also, path.
** The
Possessed Giants gain the ability to spawn Swarmlings when they're killed.killed.
** The Sleeping Hive is passive and pretty nasty example if overlooked. Normally it does nothing, but throwing gems on it or firing with gems set on 'Structure' priority will make it spit swarmlings, whose stats raise exponentially. A word of advice: don't do this with a gem boosted by beam.



** Arcane Guardians that spawn at the end of some Vision Fields do pretty much the same and can be rather nasty surprise.



* 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.

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* OvershadowedByAwesome: 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.that.
** Depending on the style of the game either Bloodbound overshadows Poolbound or vice versa. For shorter lower level plays Poolbound dominates Bloodbound, meaning those playing Iron Wizard mode will have no use for the latter, especially since it requires a bigger detour. For Endurance Runs howevers Bloodbound quickly superannuates Bloodbound in every way.



** 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.

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** The Wake of Eternity spell. In addition to shredding armor, suppressing regeneration, and having a chance to banish enemies, it also deals 20% (can be boosted to 70% by Talisman Fragments) of their current health to them as damage.



* 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 CherryTapping levels.

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* PowerAtAPrice: Corrupted Mana shards will give you plenty of extra mana (though in reality it is ''not'' unlimited like it states and it is capped at 20 million) if you place gems to harvest from them, but those gems will quickly see their damage reduced to CherryTapping levels.



* RandomlyDrops: Talisman Fragments. You can somewhat influence the levels of fragments dropped (depending on the field, Battle Traits, and can be upgraded by 10 levels for 100 Shadow Cores per fragment), but not the skills you get on them. Good luck if you want Level 100 fragment with an extra charge to Wake of Eternity ''and'' Freeze.



* 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.

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* TakingYouWithMe: 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.quickly.
** Some Giants force gems to resocket when killed in their vicinity, temporarily disabling them. This can easily screw over traps.


** ''Chasing Shadows'' subverts it with ''Iron Wizard'' mode. The levels of your character are gone, instead you get 5 skill points per field beaten. While plenty of fields is optional, you will probably grind maximum of them for more skill points.

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** ''Chasing Shadows'' subverts it with ''Iron Wizard'' mode. The levels of your character are gone, instead you get 5 skill points per field beaten. While plenty of fields is are optional, you will probably grind maximum of them for more skill points.


* 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.

to:

* LevelGrinding: And lots LevelGrinding:
** 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.
** ''Chasing Shadows'' subverts it with ''Iron Wizard'' mode. The levels of your character are gone, instead you get 5 skill points per field beaten. While plenty of fields is optional, you will probably grind maximum of them for more skill points.

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* BonusBoss: Some Vision Fields in ''Chasing Shadows'' feature these. Notably one battle is basically a RemixedLevel from ''Chapter Zero'', including Arcane Guardians that have ''much'' more HP than preceeding wave and high armor to boot. The key is to move your gems strategically along their path.

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* L33tL1ng0: The number of Endurance waves in 'Labyrinth' is capped at 1337, which has the meaning of Elite. Well, let's say that you definitely are if you're able to finish them all, moreso with 'Monsters become stronger faster' option checked, which also raises the maximum cap for their stats.


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.

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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 water—or in this case, come monsters, 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 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.



* '''[[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. This color becomes Chain Hit in the most recent game.

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* '''[[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. This color becomes Chain Hit in the most recent game.



* '''Green''': Poison. Ignores armor, so useful for armored waves as well as swarmlings.

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* '''Green''': Poison.[[DamageOverTime Poison]]. Ignores armor, so useful for armored waves as well as swarmlings.



* '''Orange''': Mana Leech. One of the gems that kept it's color throughout the series.

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* '''Orange''': Mana Leech. One of the gems that kept it's color throughout the series.



* '''Cyan''': Regeneration suppressing: lowers monsters' health regeneration rate. (Shock was made into a Freeze spell).
* '''Black''': [[StrongerWithAge Bloodbound]] (from red). Increases the gem's damage and specials based on the number of successful hits.

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* '''Cyan''': Regeneration suppressing: lowers monsters' health regeneration rate. (Shock was made into a (A Freeze spell).
spell fills the Shock effect's role.)
* '''Black''': [[StrongerWithAge Bloodbound]] Bloodbound (from red). Increases the gem's damage and specials based on the number of successful hits.



* 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.

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* 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 record—fail to beat it and you get nothing.



* 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.

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* 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 begin TheSlowWalk right at your orb and instantly destroy it should you fail to kill the shadow.it in time.



* 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.

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* CuttingKnot[=/=]DungeonBypass: CuttingTheKnot [=/=] DungeonBypass: [[DiscussedTrope Discussed]]. The wizard in ''Labyrinth'' mentions that he can't just "hop over [to over" to the labyrinth's center]" center due to some kind of energy forcing him to pass labyrinth the usual way, field by field.



* 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.

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* EarlyInstallmentWeirdness: The first game had a bunch: there were no traps - only 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.



* 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.

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* FlawlessVictory: Defeating a map in ''Labyrinth'' without letting any enemy touch your orb gives an xp boosting XP-boosting medal for that round. In ''Chasing Shadows'', the orb gives extra experience for each flawless wave.



* {{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 (or leech), 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.

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* {{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 (or leech), kill, and gets increased you can get more by using orange gems in the right places.
gems.
* ManaShield: If a monster reaches the destination, it's either automatically sent back to the beginning via by a banishing spell or causes a spell. If you don't have enough mana for that, it's game over.



* 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'''!

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* 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 3 free skill points'''!points.



* 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.

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* 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. Spires.
**
This can be turned on for ALL enemies in Chapter Zero ''Chapter 0'' 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.



* 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 the happy medium between splash and chain in Chasing Shadows, while the Barrage spell fires shells that do splash damage as well.

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* 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 the happy medium between splash and chain in Chasing Shadows, ''Chasing Shadows'', while the Barrage spell fires shells that do splash damage as well.



* 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.

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* StrongerWithAge: Blood- Bloodbound and Pool-bound Poolbound 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) ''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''' ''you'' stay in battle, provided that you continuously build more powerful gems as a result of the constantly growing manapool.mana pool.



!!!''Chasing Shadows'' contains examples of in addition to the above:

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!!!''Chasing !!!In addition to the above, ''Chasing Shadows'' contains examples of in addition to the above:of:



* 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.

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* BanditMook: Spectres are a PaletteSwap of the completely harmless Spirits, and while Apparitions. While they can't damage you directly directly, they will make a beeline head straight for your strongest gem and attempt to take it away.



* {{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.

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* {{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 cuts the effectiveness of their armour, and makes monster beacons have a 75% chance reduces their odds of failing to affect a monster.being buffed by nearby beacons.



* 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. (or in by some miracle of grinding, beat all '999 waves')

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* 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. (or in (Or, by some miracle of grinding, beat all '999 waves')''999 waves''.)



* 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.

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* 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 [[{{Pun}} dead ringer]] for said movie's antagonist.



* TripodTerror: Spires, albeit multiplied by two and making it have 8 eyes doesn't help the visual a.


* 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.

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* 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 [[SlapOnTheWristNuke Bolt]], the continuous-firing [[BeamSpam Beam]], and the multiple explosive [[MacrossMissileMassacre Barrage]] shells.



* 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.]]

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* 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.]]open in spectacular fashion and shatter it's everything-proof DeflectorShields in six ways. 'Oops.']]



** 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.

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** If the monster waves run out before you manage to unlock a wizard tower or charge an ensnarement socket, the ritual fails fails/the tower backfires and your orb gets destroyed.



* 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.

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* 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.CherryTapping levels.



* 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.

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* 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. (or in by some miracle of grinding, beat all '999 waves')



** 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.

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** Spires cannot be damaged for more than a certain portion of their maximum HP, so continuous fire from several gems (or a single beam) is one of the best ways to defeat one.



* TripodTerror: Spires, albeit with altogether too many legs for comfort.

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* TripodTerror: Spires, albeit with altogether too many legs for comfort.multiplied by two and making it have 8 eyes doesn't help the visual a.


* '''[[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.

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* '''[[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. This color becomes Chain Hit in the most recent game.



* '''[[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).

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* '''[[color:yellow:Yellow]]''': [[CriticalHit Multiple Damage]]. The first two games gave a flat rate to deal triple damage. In Labyrinth, Labyrinth and beyond, the multiple damage rate can be ramped [[UpToEleven turned up as high as you can make it to 11]] (starting with a chance for double damage).



* '''Orange''': Mana Leech.

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* '''Orange''': Mana Leech. One of the gems that kept it's color throughout the series.



* '''Black''': Bloodbound (from red). Increases the gem's damage and specials based on the number of monsters the gem has hit.

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* '''Black''': Bloodbound [[StrongerWithAge Bloodbound]] (from red). Increases the gem's damage and specials based on the number of monsters the gem has hit.successful hits.



* 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.

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** Shadows and Appritions make a comeback in ''Chasing Shadows'', along with a mook that steals your gems, and some "spire" that [[TheSlowWalk slow walks]] toward your orb is classified as such...
* AllYourPowersCombined: Crafting In ''Gem of Eternity'', 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.''Labyrinth'' and beyond.



* DamageReduction: Via Armour level. Some particularly annoying mooks ''gain'' armor every second.

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* DamageReduction: Via Armour level. Some particularly annoying mooks ( hint: AirborneMook ) ''gain'' armor every second.



* 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''.

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* 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 (it's free now by the way) and uses endurance mode with this strategy to get a ridiculous multiplier to their XP gained. A similar setup occurs in ''Chasing Shadows''.



* 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.

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* 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. (this also applies to traps, in an even more insane degree since traps multiply every special but bound specials after everything is taken into account.)



* {{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.

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* {{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, kill (or leech), and gets increased by using orange gems in the right places.



* NamesToRunAwayFromReallyFast: The Forgotten. Also, epic bosses in the first game.

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* NamesToRunAwayFromReallyFast: The Forgotten. Also, epic bosses in the first and Arcane Guardians in the second game.



* 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.

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* 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 the happy medium between splash and chain in Chasing Shadows, while the Barrage spell fires shells that do splash damage as well.

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