The Ultimate List. Every Gem so Far, and more

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iGrok
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Joined: 15 Feb 2009 - 17:53
The Ultimate List. Every Gem so Far, and more

WELCOME.
So, here?s the Uber list. It will rock your minds. MSWORD says it's 13 pages long, and its only growing. Its so big that it will take 3 posts, because its 5000 more characters than the maximum post size.:eek: It includes every gem suggested so far, and I will consistently add to the database as it grows.
First come the 8 originals (thanks to sporkafus!), then the four new ones I suggested, followed by a list of all the old specials with their newly proposed recipies (Stats not included ? Sorry!), followed by the 8 New specials, followed on the next post by any new Gem Ideas that have arisen and are not ZOMG I PWN ALL gems, or I'M A SCHIZO AND DO EVERYTHING gems, because those are stupid by popular vote.

Enjoy. Discuss. My hope is that with all the ideas colated, we can get some serious work done on the problems behind it.

And Now, with out further ado, The Gem List

To start off, here?s the NORMALS

Amethyst:
Attacks air only,
C Damage 9-13 Cooldown 800 Range 143
F Damage 18-25 Cooldown 1000 Range 161
N Damage 30-40 Cooldown 1000 Range 179
Fs Damage 60-75 Cooldown 1000 Range 186
P Damage 140-150 Cooldown 1000 Range 215
G Damage 350-400 Cooldown 1000 Range 235

Aquamarine
Attacks all, Fast attack speed
C Damage 6-8 Cooldown 500 Range 50
F Damage 12-15 Cooldown 500 Range 52
N Damage 24-30 Cooldown 500 Range 54
Fs Damage 48-55 Cooldown 500 Range 57
P Damage 100-120 Cooldown 500 Range 79
G Damage 280-280 Cooldown 500 Range 85

Diamond
Attack Ground only
Attacks have 25% chance to do 2x damage
C Damage 8-12 Cooldown 800 Range 72
F Damage 16-18 Cooldown 1000 Range 79
N Damage 30-37 Cooldown 1000 Range 86
Fs Damage 58-65 Cooldown 1000 Range 93
P Damage 140-150 Cooldown 1000 Range 107
G Damage 300-350 Cooldown 1000 Range 121

Emerald
Attacks all (dps=damage per second %'s are for slowing enemys seconds apply to dps and slow?)
C Damage 9-13 Cooldown 1000 Range 79 dps 2 15% 3s
F Damage 10-14 Cooldown 1000 Range 79 dps 3 20% 4s
N Damage 15-25 Cooldown 1000 Range 86 dps 5 25% 5s
Fs Damage 30-38 Cooldown 1000 Range 100 dps 6 30% 6s
P Damage 80-90 Cooldown 1000 Range 129 dps 16 50% 8s
G Damage 250-250 Cooldown 1000 Range 128? dps 50 50% 30s

Opal
Attacks all (gems [including it] within range recieve -% to cooldown)
C Damage 4-5 Cooldown 800 Range 86 10%
F Damage 10-10 Cooldown 1000 Range 100 15%
N Damage 20-20 Cooldown 1000 Range 114 20%
Fs Damage 40-40 Cooldown 1000 Range 129 25%
P Damage 84-85 Cooldown 1000 Range 143 35%
G Damage 180-180 Cooldown 1000 Range 214 50%

Ruby
Attacks all, Splash damage.
C Damage 8-9 Cooldown 1000 Range 114
F Damage 13-16 Cooldown 1000 Range 114
N Damage 20-25 Cooldown 1000 Range 114
Fs Damage 38-44 Cooldown 1000 Range 114
P Damage 80-124 Cooldown 1000 Range 129
G Damage 140-140 Cooldown 500 Range 128 (attacks 4 targets)

Sapphire
Attacks all, Attacks slow targets movement speed.
C Damage 5-8 Cooldown 800 Range 72
F Damage 10-13 Cooldown 1000 Range 107
N Damage 16-21 Cooldown 1000 Range 114
Fs Damage 30-40 Cooldown 1000 Range 121
P Damage 60-75 Cooldown 1000 Range 200
G Damage 200-200 Cooldown 1000 Range 286 (slows 20%?)

Topaz
Attacks all, Attacks 3 targets
C Damage 4-4 Cooldown 800 Range 72
F Damage 8-8 Cooldown 1000 Range 72
N Damage 14-14 Cooldown 1000 Range 72
Fs Damage 25-25 Cooldown 1000 Range 72
P Damage 75-75 Cooldown 1000 Range 86
G Damage 250-250 Cooldown 1000 Range 100

THE NEW ONES

Peridot
Chipped Peridot
Damage: 3-4
Cooldown: 500
Range: 56
Effect: +5% range to all towers in area

Flawed Peridot
Damage: 6-7
Cooldown: 500
Range: 64
Effect: +10% range to all towers in area

Normal Peridot
Damage: 15-25
Cooldown: 500
Range: 72
Effect: +15% range to all towers in area

Flawless Peridot
Damage: 36-44
Cooldown: 500
Range: 79
Effect: +20% range to all towers in area

Perfect Peridot
Damage: 79-89
Cooldown: 500
Range: 86
Effect: +25% range to all towers in area

Great Peridot
Damage: 150-180
Cooldown: 500
Range: 100
Effect: +30% range to all towers in area

======

Onyx
Chipped Onyx
Damage: 15-20
Cooldown: 1500
Range: 143
Effect: Very High Damage & Range

Flawed Onyx
Damage: 35-45
Cooldown: 1500
Range: 161
Effect: Very High Damage & Range

Normal Onyx
Damage: 75-100
Cooldown: 1500
Range: 179
Effect: Very High Damage & Range

Flawless Onyx
Damage: 155-190
Cooldown: 1500
Range: 186
Effect: Very High Damage & Range

Perfect Onyx
Damage: 330-370
Cooldown: 2000
Range: 215
Effect: Very High Damage & Range

Great Onyx
Damage: 600-700
Cooldown: 2000
Range: 235
Effect: Very High Damage & Range, 2.5% to instantly kill creep

==========

Garnet
Chipped Garnet
Damage: 7-11
Cooldown: 1000
Range: 86
Effect: 25% to set on Fire. 4dps, speed +10%. Lasts 5 sec

Flawed Garnet
Damage: 11-15
Cooldown: 1000
Range: 86
Effect: 30% to set on fire. 6dps, speed +10%. Lasts 6 sec

Normal Garnet
Damage: 18-27
Cooldown: 1000
Range: 93
Effect: 35% to set on fire. 12dps, speed +10%. Lasts 8 sec

Flawless Garnet
Damage: 45-56
Cooldown: 1000
Range: 107
Effect: 40% to set on fire. 20dps, speed +10%. Last 12 sec

Perfect Garnet
Damage: 96-108
Cooldown: 1000
Range: 129
Effect: 50% to set on fire. 40dps, speed +15%. Last 20 sec.

Great Garnet
Damage:320-360
Cooldown: 1000
Range: 143
Effect: 100% to set on fire. 100dps, speed +20%. Last 40 sec. ?Now you?re playing with fire.?

==========

Kunzite
Chipped Kunzite
Damage: 6-6
Cooldown:1000
Range:100
Effect: +1% dmg to towers in range

Flawed Kunzite
Damage: 9-10
Cooldown: 1000
Range: 100
Effect: +3% dmg to towers in range

Normal Kunzite
Damage: 24-25
Cooldown: 1000
Range: 121
Effect: +6% dmg to towers in range

Flawless Kunzite
Damage: 40-42
Cooldown: 1000
Range: 129
Effect: +10% dmg to towers in range

Perfect Kunzite
Damage: 88-90
Cooldown: 1000
Range: 143
Effect: +15% dmg to towers in range

Great Kunzite
Damage: 150-155
Cooldown: 1000
Range: 150
Effect: +20% dmg to towers in range

iGrok
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Joined: 15 Feb 2009 - 17:53
The First parts

On to SPECIALS

Malachite
Emerald1+Opal1+Peridot1

Silver
Diamond1+Topaz1+Sapphire1

Uranium 238
Diamond4+Onyx3+Opal2

Yellow Sapphire
Sapphire5+Ruby4+Topaz4

Paraiba Tourmaline
Aqua5+Peridot3 +Aqua2

Pink Diamond
Diamond5+Amethyst4+Diamond3

Jade
Emerald3+Opal3+Peridot2

Gold
Topaz5+Kunzite4 +Diamond2

Dark Emerald
Emerald5+Opal4+Onyx2

Blood Stone
Ruby5+Garnet4+Topaz3

Black Opal
Opal5+Onyx4+Aqua3

Red Crystal
Ruby3+Amethyst3+Garnet3

Dark Opal (Third Upgrade of Black Opal) -- Upgrade Cost to Dark Opal: 1490
50% more damage to towers within 187 range of Dark Opal and -4 Armor to enemies within 40 range of Dark Opal.
Atk: 80~100 Range: 163 Cooldown: 1000 Damage Type: Aqua/Opal

Ancient Blood Stone (New Version)
Damage Type: Ruby
Range: 112
Cooldown: 500
Damage: 42 - 55
Effects: Attacks every creep in range. Each shot has splash damage and a chance to create a 200 damage flame strike per attack (10%). Flame strikes may set the target on fire. (50%)

Glowing Blood Stone (Third Upgrade of Blood Stone) -- Upgrade Cost to Glowing Blood Stone: 1290
25% Chance of cast Flame Strike (500 damage). 15% Chance 4x Damage. 1% Chance of gain an extra life.
Atk: 270~310 Range: 120 Cooldown: 700 Damage Type: Ruby

Golden Sapphire (Third Upgrade of Yellow Sapphire) -- Upgrade Cost to Golden Sapphire: 1325
Slow and give -4 armor to enemies in a huge splash area. 15% Chance to deal 4x Damage.
Atk: 230~270 Range: 143 Cooldown: 700 Damage Type: Sapphire
OBS: Star Yellow Sapphire: Instead of Slow targets in a huge splash area and 5% attack to towers > Slow and -2 armor targets in a huge splash area.

NEW SPECIALS

Jasper
Garnet5+Kunzite3+Ruby1
Attack Type: Garnet
Raises Range, Damage, lowers Cooldown by small%(2,5,10,15). Upgrade %

Jasper
Damage: 76-80
Cooldown: 1000
Range: 86
Effect: Range+2%, Damage +2%, Cooldown -2%
Upgrade: 40 Gold

Polished Jasper
Damage: 90-98
Cooldown: 1000
Range: 86
Effect: Range+5, Damage +5, Cooldown -5
Upgrade: 200 Gold

Pure Jasper
Damage: 104-116
Cooldown: 1000
Range: 86
Effect: Range+10%, Damage +10%, Cooldown -10%
Upgrade: 350 Gold

Ultimate Jasper
Damage: 140-160
Cooldown: 1000
Range: 92
Effect: Range+15%, Damage +15%, Cooldown -15%

Quartz
Attack Type: Diamond
Garnet1+Amethyst1+Aquamarine1
Chance for 2x damage, 5%chance for stun. Upgrade to 3x&5%, then 3x&10%

Quartz
Damage: 20-20
Cooldown: 800
Range: 92
Effect: 15% chance for 2x damage, 5% chance for stun
Upgrade: 40 Gold

Milky Quartz
Damage: 38-52
Cooldown: 800
Range: 100
Effect: 15% chance for 3x damage, 5% chance for stun
Upgrade: 100 Gold

Smoky Quartz
Damage: 88-90
Cooldown: 800
Range: 114
Effect: Splash. 20% chance for 3x Damage, 10% chance for stun

Steel
Attack Type: Onyx
Sapphire2+Onyx1+Garnet2
Unaffected by Armor. Upgrades similar to silver, only a bit stronger (better gems were used to make it)

Steel
Damage: 30-35
Cooldown: 1000
Range: 79
Effect: Unaffected by Armor up to 5 armor
Upgrade Cost: 25 Gold

Alloy Steel
Damage: 50-60
Cooldown: 1000
Range: 92
Effect: Unaffected by Armor up to 10 Armor
Upgrade Cost: 200 Gold

Stainless Steel
Damage: 230-250
Cooldown: 1000
Range: 107
Effect: Unaffected by Armor up to 25 Armor
Upgrade Cost: 550 Gold

Tool Steel
Damage: 350-400
Cooldown: 1000
Range: 114
Unaffected by armor up to 50 Armor

Lapis Lazuli
Attack type: Kunzite
Kunzite5+Sapphire4+Aqua4
Small Range (aqua5 range). 5% to teleport target to previous waypoints, or beginning if not enough waypoints. Upgrades number of waypoints back.

Lapis Lazuli
Damage: 65-70
Cooldown: 1000
Range: 79
Effect. 5% to teleport target one waypoints back.
Upgrade: 125 Gold

Polished Lapis Lazuli
Damage: 90-100
Cooldown: 1000
Range: 79
Effect: 5% to teleport target two waypoints back
Upgrade: 350 Gold

Brilliant Lapis Lazuli
Damage: 165-180
Cooldown: 1000
Range: 86
Effect: 5% to teleport target four waypoints back
Upgrade: 400 Gold

Mystic Lapis Lazuli
Damage: 230-265
Cooldown: 1000
Range: 92
Effect: 5% to teleport target to the beginning

Charoite
Attack Type: Amethyst
Amethyst5+Emerald4+Ruby2
Air Only. Chance to deal 4x Damage. Upgrades to bigger chance and then 6x damage

Rough Charoite
Damage: 150-175
Cooldown: 750
Range: 114
Effect: Air Only. 10% Chance to deal 4x damage.
Upgrade: 100 Gold

Cut Charoite
Damage: 175-225
Cooldown: 650
Range: 121
Effect: 15% to deal 5x Damage
Upgrade: 210 Gold

Polished Charoite
Damage: 225-275
Cooldown: 650
Range: 143
Effect: 15% to deal 6x Damage
Upgrade: 330 Gold

Chernobyl Charoite (It is a Russian gem after all? But I?ll understand if you don?t like it)
Damage: 275-325
Cooldown: 650
Range: 143
Effect: 15% to deal 6x damage. Burns enemies for 155/second

Moonstone
Attack Type: Peridot
Peridot5+Sapphire3+Kunzite2
Chain hit (Sporkafus?s version of Chain hit)

Rough Moonstone
Damage: 60-60
Cooldown: 800
Range: 114
Effect: Chain hit. Has a 50% chance to jump to the next creep for 50% damage, then 25% for 25% damage, etc.
Upgrade: 75

Shiny Moonstone
Damage: 90-90
Cooldown: 800
Range: 114
Effect: Chain hit. Has a 66% chance to jump to the next creep for 66% damage, then 44%, etc.
Upgrade: 100

Glowing Moonstone
Damage: 120-120
Cooldown: 800
Range: 122
Effect: Chain hit. Has a 75% chance to jump to the next creep for 75% damage, then 56%, etc.
Upgrade: 125

Cosmic Moonstone
Damage: 180-180
Cooldown: 800
Range: 129
Effect: Chain hit. Has a 80% chance to jump to the next creep for 100% damage, then 64%, etc.

Hematite
Attack Type: Onyx
Onyx5+Peridot4+Topaz2
Very Long Range, High Damage, Splash, 5000 Cooldown. Upgrades 4000, 3000 cooldown. Expensive. Think Cruise missle for this tower. Has Ruby?s splash area

Grey Hematite
Damage: 1100-1200
Cooldown: 5000
Range: 235
Effect: Splash Damage (1/4 initial damage), 1% to instantly kill creep
Upgrade: 200

Black Hematite
Damage: 1100-1200
Cooldown: 4000
Range: 242
Effect: Splash Damage (1/3 initial Damage), 1.5% to instantly kill creep
Upgrade: 550

Blood Hematite
Damage: 1100-1200
Cooldown: 3000
Range: 250
Effect: Splash Damage (1/2 Initial Damage), 2.5% to instantly kill creep

Gaspeite (Updated)
Attack Type: Emerald
Emerald2+Amethyst2+Kunzite1
Lowers Armor of Creeps by 1 for every second in range. Upgrades increase range of tower.

Rough Gaspeite
Damage: 22-25
Cooldown: 800
Range: 54
Effect: Creeps Armor decreased by 1 every second in range
Upgrade: 50

Smooth Gaspeite
Damage: 36-42
Cooldown: 800
Range: 56
Effect: Creeps Armor decreased by 1 every second in range
Upgrade: 100

Cut Gaspeite
Damage: 77-82
Cooldown: 800
Range: 60
Effect: Creeps Armor decreased by 1 every second in range
Upgrade: 200

Polished Gaspeite
Damage: 162-168
Cooldown: 800
Range: 64
Effect: Creeps Armor decreased by 1 every second in range

Dark EmeraldDamage: 90 - 150
Cooldown: 1000
Range: 79
Upgrade Cost: 250
Has a 12,5% chance to stun for 1 second per attack and 10% chance to do 2x damage.

Enchanted Emerald
Damage: 100 - 200
Cooldown: 1000
Range: 91
Upgrade Cost: 710
15% Chance to stun for 1,5 seconds and 12,5% chance to do 3x damage.

Pure Emerald
Damage: 150 - 250
Cooldown: 1000
Range: 103
Upgrade Cost: 2180
15% Chance to stun for 2 seconds and 15% chance to do 4x damage.

Giant Emerald
Damage: 250 - 400
Cooldown: 1000
Range: 115
15% Chance to stun for 3 seconds and 15% chance to do 5x damage.

Omega Malachite - MrRandom
D: 50-50 C: 800 R: 118 E: Fires 10 shots evenly distributed among creeps. U: From Mighty Malachite 300

More Combinations:

Unlucky Diamond
Diamond5+Sapphire4+Kunzite2

Icy Sapphire
Sapphire5+Aquamarine4+Sapphire2

Ametrine
Amethyst3+Topaz3+Amethyst1

Cubic Zirconia
Diamond3+Aquamarine2+Peridot2

Tiger?s Eye
Topaz4+Garnet3+Topaz1

Mercury
Kunzite5+Peridot4+Opal3

LodeStone
Kunzite4+Onyx3+Aqua1

Jet
Onyx4+Ruby4+Opal4

Obsidian
Onyx5+Diamond2+Onyx2

Infected Sapphire
Emerald5+Sapphire3+Emerald1

Zircon
Aqua5+Emerald4+Opal2

Alexandrite
Opal5+Emerald3+Ruby3

Platinum
Peridot5+Diamond4+Aqua3

Amber
Topaz5+Garnet4+Kunzite3

Gypsum
Garnet5+Amethyst4+Topaz2

Pearl
Amethyst2+Kunzite1+Opal1

Sugilite
Amethyst5+Ruby5+Garnet2

Cerussite
Peridot3+Emeral2+Sapphire1

Granite
Diamond1+Onyx1+Peridot1

Star Ruby
Ruby2+Ruby1+Garnet1

iGrok
Offline
Last seen: 6 years 6 months ago
Joined: 15 Feb 2009 - 17:53
The Last Part

These gems will be used in the second set of combinations

Sugilite - a pink or purple coloured gem. The attack is wildly fluctuating burn damage. Element: Amethyst. Thanks to Masamune

Sugilite
Damage: 5-22
Cooldown: 500
Range: 47
Effect: Burns creeps within range
Upgrade Cost: 120 gold

Aura Sugilite
Damage: 9-30
Cooldown: 400
Range: 52
Effect: Burns creeps within range
Upgrade Cost: 300 gold

Shadow Sugilite
Damage: 12-40
Cooldown: 300
Range: 57
Effect: Burns creeps within range. 5% chance on kill of increasing maximum damage by 5%
Upgrade Cost: 650 gold

Cursed Sugilite
Damage: 15-50
Cooldown: 200
Range: 62
Effect: Burns creeps within range. 10% chance on kill of increasing maximum damage by 10%

Cubic Zirconia ? Thanks to anonimus for the idea! A Special gem that sends out a shockwave. Damage is dealt on the formula (10xDamage)/sqrt(Range to creep+15). Damage Type: Diamond

Flawed Cubic Zirconia
Damage: 6-6
Cooldown: 1200
Range: 72
Effect: Shockwave (Max damage about 8). 1% chance to stun all units for 2 sec
Upgrade: 25 Gold

Cubic Zirconia
Damage: 18-18
Cooldown: 1200
Range: 72
Effect: Shockwave (Max dmg about 25) 2% chance to stun all units for 2 sec
Upgrade: 50 Gold

Bright Cubic Zirconia
Damage: 36-36
Cooldown: 1200
Range: 72
Effect: Shockwave (Max dmg about 50) 3% chance to stun all units for 2 sec
Upgrade: 150 Gold

Brilliant Cubic Zirconia
Damage: 75-75
Cooldown: 1200
Range: 72
Effect: Shockwave (Max dmg about 100) 5% chance to stun all units for 2 sec

AMBER
Element: Topaz
Amber
Damage: 64-74
Cooldown: 1000
Range: 65
Effect: 5% chance to steal 5% of creep's money
Upgrade Cost: 90 gold

Rich Amber
Damage: 74-88
Cooldown: 1000
Range: 78
Effect: 10% chance to steal 10% of creep's money
Upgrade Cost: 200 gold

Valuable Amber
Damage: 86-106
Cooldown: 1000
Range: 90
Effect: 15% chance to steal 15% of creep's money
Upgrade Cost: 450 gold

Treasured Amber
Damage: 112-136
Cooldown: 800
Range: 108
Effect: 25% chance to steal 20% of creep's money

TIGER'S EYE
Tiger's Eye
Damage: 60-66
Element: Topaz
Cooldown: 500
Range: 58
Effect: 5% chance to stun for five seconds
Upgrade Cost: 120 gold

Static Tiger's Eye
Damage: 72-80
Element: Topaz
Cooldown: 500
Range: 64
Effect: 6% chance to stun for five seconds
Upgrade Cost: 275 gold

Sten Tiger's Eye
Damage: 86-96
Element: Topaz
Cooldown: 500
Range: 71
Effect: 7% chance to stun for five seconds. Very small splash radius
Upgrade Cost: 550 gold

Shock Tiger's Eye
Damage: 100-112
Element: Topaz
Cooldown: 500
Range: 78
Effect: 8% chance to stun for five seconds. Small splash radius

PLATINUM
Damage Type: Diamond

Platinum Ore
Damage: 30-40
Cooldown: 1500
Range: 750
Effect: Fires a large beam which damages all creeps in line of fire.
Upgrade: 100

Refined Platinum
Damage: 60-75
Cooldown: 1500
Range: 750
Effect: Fires a large beam which damages all creeps in line of fire. Slow by 15% for 2 sec.
Upgrade: 150

Pure Platinum
Damage: 100-120
Cooldown: 1500
Range: 750
Effect: Fires a large beam which damages all creeps in line of fire. Slow by 15% for 4 sec.
Upgrade: 250

Glittering Platinum
Damage: 150-175
Cooldown: 1500
Range: 750
Effect: Fires a large beam which damages all creeps in line of fire. Slow by 15% for 4 sec. 5% chance to stun.

Alexandrite (Changes Colors Slowly) - GamerSage777
Attack Type: Opal

Synthetic Alexandrite
Damage: 67-79
Type: Alexandrite
Cooldown: 1000
Range: 86
Effect: Deals 6 damage per second to every creep in range

Big Alexandrite
Damage: 83-107
Type: Alexandrite
Cooldown: 1000
Range: 90
Effect: Deals 12 damage per second to every creep in range

Glistening Alexandrite
Damage: 113-141
Type: Alexandrite
Cooldown: 900
Range: 97
Effect: Deals 19 damage per second to every creep in range

HOW TO READ STATS of the following gems
D: Damage C: Cooldown R: Range {any %s or Numbers related to effects} Up: Upgrade Cost

Pearl - by Masamune (I know I mispell his name all the time)
Element: Amethyst
Effect: % chance to attack with creep's weakness, % to deal Nx damage
Rough Pearl D: 108-128 C: 1000 R: 129 10 0 0 Up 150
Round Pearl D: 132-156 C: 1000 R: 143 20 5 3 Up: 250
Shining Pearl D: 160-192 C: 800 R: 150 30 7.5 3 Up: 400
Glowing Pearl D: 200-240 C: 800 R: 158 40 10 4 Up: 600
Luminescent Pearl D: 280-350 C: 750 R: 179 50 15 5

Lodestone
Attack Type: Onyx
Effect: Changes the speed of creeps within range to [Speed=.005|x|^2+.25|x|+25]
Effect causes creeps to slow down more the closer they are to the stone. Its like a magnet.
Lodestone D: 30-40 C: 850 R: 92 E: Magnetism U: 50
Charged Lodestone D: 60-75 C: 850 R:100 E: Magnetism U: 75
Chinese Lodestone D: 100-120 C: 850 R:107 E: Magnetism U: 150
Magellanic Lodestone D: 145-160 C: 850 R: 122 E: Magnetism

Icy Sapphire ? MrRandom
Attack Type: Sapphire
Freezes creeps for N seconds, doubling their armor. Has % chance to freeze for N seconds, and % to splash and freeze creeps for 8 seconds
Icy Sapphire D: 70-90 R: 90 C: 1300 E: 10 0 0 0 U: 100
Frozen Sapphire D: 80-105 R: 102 C: 1300 E: 11 10 15 0 U: 150
Antarctic Sapphire D: 105-120 R: 124 C: 1300 E: 12 12 18 U: 275
Absolute Zero Sapphire D: 175-225 C: 1300 R: 146 E: 20 15 15 25.

Granite
Attack Type: Diamond
Forces air units to crawl through the maze for N seconds. Grants immunity to effect for N seconds after hit.
Granite D: 60-60 C: 2000 R: 79 E: 5 15 U: 150
Hard Granite D: 80-80 C: 1650 R: 100 E: 7 21 U: 250
Unbreakable Granite D: 100-100 C: 1350 R: 122 E: 10 30 U: 450
Indestructable Granite D: 150-150 C: 1000 R: 150 E: 15 45

Mercury
deposits a silvery liquid upon hitting a creep that slows by % and poisons N damage per second to all creeps in the puddle, puddle size: 3x3 grid squares (1.5x1.5 rocks), lasts until end of round, can overlap but effect does not stack.
Mercury D: 150-200 C: 1000 R: 72 E: 30 40 U: 100
Alchemist's Mercury D: 200-250 C: 1000 R: 100 E: 40 60 U: 200
Searing Mercury D: 250-300 C: 1000 R: 122 E: 55 80 U: 400
Quicksilver D: 300-350 C: 1000 R: 150 E: 75

Zircon
Type: Aqua
Effect: Poison enemies dealing N damage/sec and slow % for N seconds in a Splash Area.
Zircon D: 100~140 R: 95 C: 1000 E: 25 20% 15 U: 150
Enchanted Zircon D: 140~180 R: 105 C: 1000 E: 50 35% 20 U: 450
Ancient Zircon D: 180~220 R: 115 C: 1000 E: 100 50% 25 in Huge area

Infected Sapphire
Infects creeps & causes general mayhem
Type: Emerald
Infected Sapphire
Damage: 50.0 - 50.0
Range: 92
Cooldown: 800
Effect: Poisons enemy for 10 damage per second for four seconds. When other creeps touch an affected creep, it gets the disease too.
Upgrade Cost: 100

Diseased Sapphire
Damage: 75.0 - 75.0
Range: 100
Cooldown: 800
Effect: Poisons enemy for 12 damage per second for five seconds. When other creeps touch an affected creep, it gets the disease too. Slows for 30% for five seconds.
Upgrade Cost: 200

Toxic Sapphire
Damage: 90.0 - 90.0
Range: 114
Cooldown: 800
Effect: Poisons enemy for 15 damage per second for six seconds. When other creeps touch an affected creep, it gets the disease too. Slows for 40% for six seconds. 10% chance to confuse the mob for 3 seconds.
Upgrade Cost: 500

Plagued Sapphire
Damage: 200.0 - 200.0
Range: 114
Cooldown: 800
Effect: Poisons enemy for 25 damage per second for seven seconds. When other creeps touch an affected creep, it gets the disease too. Slows for 50% for seven seconds. 10% chance to confuse the mob for 3 seconds, the creep then walks backwards twice as fast as normally.

Obsidian
Has no attack, but drains % of Initial HP every second. Creep should turn black to indicate its being targeted
Damage: 0-0
Damage type: Onyx (actually irrelevant)
Cooldown: 1
Obsidian
Range: 94
Effect: 0.33%

Dark Obsidian
Range: 100
Effect: 0.66%

Volcanic Obsidian
Range: 106
Effect: 1%. Has a 5% chance per second to set the target on fire

Gypsum
Attck Type: Garnet
Leaves a desert rose where the creep was hit, desert rose hits N creeps with N damage

Gypsum D: 50-75 R: 72 C: 1200 E: 1 100 U:250
Satin Spar Gypsum D: 75-100 R: 90 C: 1200 E: 2 200 U: 350
Alabaster Gypsum D: 100-125 R: 120 C: 1200 E: 3 300 U: 500
Selenite Gypsum D: 125-150 R: 150 C: 1200 E: 5 500

CERUSSITE
Attack Type: Peridot
Effect: % chance to fire N shots at N cooldown; once the shots are fired, the cooldown returns to original value.
Cerussite D: 42-45 C: 500 R: 68 E: 5% 5 125 U: 95
Flurry Cerussite D: 50-54 C: 400 R: 74 E: 5% 7 100 U: 300
Burst Cerussite D: 64-70 C: 300 R: 80 E: 4.5% 10 75

Jet
Damage Type: Onyx
Effect: Any creep that comes in range of the Jet loses % of its current hitpoints, but regains the same amount once it leaves the Jet's range.
Jet D: 50 - 75 C: 1000 R: 63 E: 10% U: 150
Dark Jet D: 59 - 87 C: 1000 R: 72 E: 15% U: 200
Black Jet D: 67 - 91 C: 1000 R: 81 E: 20 U: 350
Night Jet D: 96 - 109 C: 1000 R: 90 E: 30%

Star Ruby
Attack Type: Ruby
Effect: Any Enemy within 40 range of the Star Ruby will recieve N damage/sec
Star Ruby D: 10-11 C: 250 R: 37 E:40 U: 30
Blood Star D: 12.5-13.5 C: 250 R: 71 E: 50 U: 290
Fire Star D: 65-66 C: 500 R: 85 E: 130 U: 350
Magma Star D: 70-70 R: 115 C: 250 E: Burn attack. Each enemy takes +5 damage per attack from the Magma Star for every 4 hits it has taken from the Magma Star without leaving its area.

Ametrine
Attack Type: Topaz/Amethyst
Effect: Attacks 2 Targets (one with topaz one with amethyst). % to knock creep back N Distance or until creep hits a Gem/Rock
Ametrine D: 34-38 C: 1250 R: 64 E: 10 12 U: 50
Cut Ametrine D: 52-60 C: 1250 r: 64 E: 12 18 U: 100
Synthetic Ametrine D: 130-140 C: 1200 R: 64 E: 15 24

Unlucky Diamond
Gives all gems in range a % chance to deal Nx damage
Attack Type: Diamond
Unlucky Diamond D: 25-30 R: 75 C: 1000 E: 10 2 U: 130
Misfortune Diamond D: 40-50 R: 76 C: 1000 E: 20 2 U: 155
Cursed Diamond D: 55-65 R: 78 C: 1000 E: 20 3 U: 400
Hope Diamond D: 110-145 R: 80 C: 1000 E: 20 4

thehuntetshadow
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:D nice list igrok, i hope they all are comming in the new GTD2

anonimous
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Joined: 13 Feb 2009 - 21:38

Brilliant thread, keep updating:D

Vesper
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Joined: 2 Oct 2008 - 10:44

A question about Amber: let's say there's a perfect amber in the maze and it steals money from one creep 5 times. Will it steal 145% its cash or only 100%?

GamerSage777
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Last seen: 7 years 2 months ago
Joined: 16 Jan 2009 - 16:13

it would take 145%

keep in mind, it probably wont steal cash from one creep constantly.. but.. say that it does.

Say one creep gives you 100cash.

You hit it once, you get 33. hit it again, you get another 33. hit it again, another 33. you kill it, and you get 100.

I know in GTD1, money really wasnt that big of an issue.. but, if many special gems do come out in #2, money will be much more helpful.

soo.. those percentages for amber may have to be lowered.

iGrok
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Joined: 15 Feb 2009 - 17:53

I like the chances to steal cash. you end up with 145 cash, but thats alright, because you're going to need that extra cash with all the new specials.

Tubias
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Joined: 7 Jun 2008 - 04:25

All are great ideas, except I don't think there should be instant kill gems (even though I accidentally clicked for onyx). They all probably need to be reworked for balance issues. Great job with the list though!

iGrok
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Joined: 15 Feb 2009 - 17:53

All are great ideas, except I don't think there should be instant kill gems (even though I accidentally clicked for onyx). They all probably need to be reworked for balance issues. Great job with the list though!

Thank you, it took a lot of work.

If you have issues with the balance, what in particular are you concerned about? Besides the instant kill chance (I admit that 8%, even for great, is little high. Maybe {.5, 1, 1.5, 2, 3, 5}% would work better) is pretty balanced when you consider that with the cooldown the tower will get maybe 5 shots per creep, double if you have a really good maze, so it would need 10-20% to kill to be rigged.

thehuntetshadow
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Joined: 6 Jul 2008 - 10:37

+ if the speed will keep getting faster and faster maybe 8 shots to one creep.

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