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Hacked features: (version 2) SKILL hack - most skill are uncapped and do not cost more than 1 skill point. Hack directory: entity stageSettings and Selector Selectorpopulator.
The easiest places to set up a mana farm are maps with a single entrance and space for amps and traps.Good fields are i.e. E3, P3, R1, R6, Q4, Q7, and U1.You should choose Haunting difficulty, all traits maxed except Hatred. The first six waves are the hardest.At first, you have to set up your map. To follow the description on a run with manalock, make sure that you have at least 40.000 starting mana.In general, you need a manafarm and a killarea. The final manafarm consists of a slowing gem in front of one to four managems and pure orange amps surrounding the managems. By this time you should have several thousand monsters passing through your mana traps at every moment.You have to keep upgrading your managems and your amps the whole time.
Get them as high as possible. Make sure you try to keep your managem higher than the amps, so first upgrade your managem, then the amps if you don’t have enough mana for both.Use any prism spark (maxed with a grade 30) to reload your freeze spell. If you’ve picked a map with a focus shrine (H2, N7, R1, C3), a couple of prism sparks can get you up to 500+ seconds of freeze time since you get multiple freeze spells per spark – one set of spells from the initial recharge, and several more (depends on talisman) from using the focus shrine.As mana gain slows over time, it is recommended to change the upgrade system to a cheaper one.You could use partial upgrade for your mana traps and amplifiers, making sure you know your favorite gem scheme enough to formulate your own upgrade steps. From our 64c example, you find i.e. The 8c as an intermediate upgrade, then the 8c+(2+1) and so on.If you don’t want to spend too much time with a combine, you should change to a lower combine length i.e. 16c or 8c or even use ‘u’ in the end.During this period of the game you should summon as many beacons as possible - beacon farming will be explained later in this guide. Or you have decided to avoid the lag, then you have to cover your map with buildings to avoid them.Gem-resocketing giantsDuring the mana-collecting period, giants forcing gem-resocketing might disturb the manafarm.
After you have farmed whatever amount of mana you desire, build the final killgem, but this time, use combines optimized for killgems, since they are optimized for the best overall total damage.Start from the killgem you previously specced and put in trap to hitfarm (if you haven't done that, just spec one now) and look for a killgem combine.Pick any of those that are 11-value or greater, and combine away. For the amplifiers, make sure they are four grades lower than the gem they’re amplifying, since once again, the killgem specs were designed for such amplifiers.In case you have a map with Gem Enhancement Shrine, hereafter named GES, (J1, H2, C3, U4, W5), you want to enhance the critical hit gems (and only these, bloodbound is not worth to be enhanced) before you build the killgem: Use the GES as often with as many monsters in range as possible as long as possible. You can get millions of max damage on a single g1 gem. Build your killgem and the amps with copies of this gem.To hitfarm on these maps, you should use a g2 red/black gem instead of a complete killgem.
The goal of playing Gemcraft: Chasing shadows beyond the limits is to earn xp. To get the most xp out of every battle, there are some things to consider.The Fury skill and enraging wavesFury gives a one time bonus to monster XP for any gem used to enrage a wave – One grade 1 or ten grade 100 gems, or vice versa, will give you the same XP per monster.
Managem 64 spec scheme:(((2o+o+o+o+o+o+o+(2o+o)+(2o+o)+(2o+o+o+(o+b))+(2o+o+(o+b)+b))+(2o+o+o+(o+r+b)+b+(o+b+b+2b)))+(2b+b+b+b+b+2b+(o+b+b+2b)+(2o+o+o+(o+b)+b+(o+b+b+2b))))Amplifier 16 speccing scheme (to go with managem 64s):Amps use the pure gem, so for mana amps, we take pure orange gems. To get best results, start again with building the base gem. I'm still not quite at the same wizard level as everyone else here, but there is one thing unusual that I wanted to point out.
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(In addition to offering my thanks in general: this has seriously helped me to understand the whole spec/combine thing.)In this guide, there's a small section on what is needed to max out the boost for various types of sparks, and it says G25 for shrine scrolls. Unless my memory is playing tricks on me, I believe it's possible to max out a shrine scroll with a G23. It would seem to be based on the mana put into the stone, as I also seem to recall having maxed one out by throwing in three G21 gems at one point.I just thought that might be worth noting.
Hello again, After about a month of testing and 3 endurance runs finished I've come to the following conclusions (In relation to my previous post):1.It is adventagous to go for multiple kill gems to ramp up the hits faster (You can get a 3B hit gem by wave 220 if you have 6 sitting in towers);2. Gems that are set to hit 'special/orb carrying' entities ramp hits a lot faster than gems that are set to hit 'closest to orb' or 'structure' the difference in the last instance is quite astonishing by roughly 3 to 1. This was tested using several g30 k gems in towers and traps (all at or above the hig/s cap), the best result was obtained by the g30 gems in towers set to hit 'special entities/orb carrying' which outperformed the worst contender - K gem in a trap by 4/1.Im not sure if this information would be useful to anyone, I just thought I'd share since I learned a lot from this guide and wanted to give a smidgen back.
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