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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. Why traps for the farm and wall? They give much higher special bonus.
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I have had wave 1000+ groups summoned with a lvl20 gem hit the wall and burn up before getting past the first trap. 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. 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. Place this far enough away from the mana farm that upgraded levels won't fire into your farm. They do high damage (with the multiplier) to several monsters at once (with chain).
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the gems are yellow x with lime (x-1) (ex yellow 3 with a lime 2). The Killzone: a line of towers with amps on both sides. It will not do much damage later on, but that's not it's main function (to gather mana). This chain hits mana gain while holding them there for a while. mix a lime 2 with blue 2, making a l3, mix with an orange3 to make a OLB4. 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. When I play all armored endurance, I get 3 areas set up: I did this for the first time on H11, and ended up with a total multiplier of 7583. 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.
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Do not summon after 160 or so, since the natural HP of the creeps quickly starts to climb to 3.33 billion. You make a huge profit by doing this, since the giants are worth so much per kill. For me, it was 1 gem grade per 10 waves, so 1-10 is a grade 1 gem, 11-20 is grade 2, etc. The second key is to use Giants Only and summon as many as you can handle each wave while you're still setting up. 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 first key is to get a gem that is Yellow-Orange-Lime. I'll re-paste the mini-guide I posted on JIG here: It's not that hard once you have it set up right. Fierce and desperate battles await you.I was one of the first people to beat endurance mode (level 1337) on Armor Games' leaderboards. Place your gems in either towers, traps, or amplifiers, replace and switch them as you want, combine them to create more powerful gems with various abilities, drop them as gem bombs or activate powerful buildings, the possibilities are endless, the choice is yours! Fight your way through an epic storyline, unfolding mysteries and facing sinister enemies and artifacts, as you try to entrap the Forgotten, an archdemon with an unknown agenda and no known way to kill, and to slay down her demonic avatars, the shadows. GemCraft is a unique tower defense game, where, instead of towers, gems are your main weapons to fight the endless hordes of monsters coming for you. Place your gems in either towers, traps, or amplifiers, replace and The path of GemCraft continues, bigger and meaner than ever. Summary: The path of GemCraft continues, bigger and meaner than ever.