List of Gem Power Extractor effects (no ontology)
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This article lists the effects extracted by the Gem Power Extractor from all the various gems in the Mazes.
For a comprehensive explanation of most of the effects, see Secondary effects.
Effect list
Gem color | Name | Effects |
Black | Obsidian | (Shield/Aura) Pain sensitivity -10%, Increased alertness for 1d8 turns. The duration of any active limb healing effects is prolonged by 2d4 turns. |
Black | Onyx | (Shield/Aura) If user has existing open wounds, the user has a 50% chance per turn to heal one random open wound. Effect lasts 2d6 turns. |
Black | Black glass | None |
Blue | Lapis-Lazuli | (Shield) Incoming psychic attacks may be negated on opposed rolls. It also prevents mind reading (causes headaches to satori, telepaths, psi-warriors and confuses Elias). Shield lasts for 3 hits. |
Blue | Kyanite | (Aura) If user has broken limbs, every turn has a 25% chance to heal one random broken limb. Effects lasts 1d6 turns. |
Blue | Sapphire | (Shield) Incoming Spec-Fire attacks may be negated on opposed rolls. Shield lasts for 3 hits. |
Blue | Tanzanite | (Aura) Increases natural Pain healing by 1% per turn (stacks with other pain regeneration modifiers) for 2d4 turns. |
Blue | Blue glass | None |
Brown | Smoky quartz | (Shield) Incoming Spec-Elec attacks may be negated on opposed rolls. Shield lasts for 3 hits. |
Brown | Tiger's Eye | (Aura) Increases accuracy (FT-1) and procures night vision (unaffected by environmental blindness) for 1d4 turns. |
Brown | Brown glass | None |
Clear | Clear quartz | 10-150 P$ (1d141+9) |
Clear | Diamond, pure | (Shield/Aura) Strength +20%, Pain sensitivity -20%, increased alertness. Effect lasts for 2d8 turns. |
Clear | Diamond, impure | (Shield/Aura) Strength +10%, Pain sensitivity -10%, increased alertness. Effect lasts for 2d4 turns. |
Clear | Zircon | None |
Clear | Clear glass | None |
Green | Emerald | (Shield/Aura) Increased accuracy (FT-1), cancels nausea (as long as this effect is active) for 2d4 turns. (Any sources of nausea that are still active when this effect ends, will resume.) |
Green | Jade | (Shield) Pain from incoming attacks may be negated on opposed rolls. Shield lasts for 1d4 turns. |
Green | Malachite | (Aura) Strength +10%, Pain sensitivity -10% for 1d6 turns. |
Green | Moldavite | (Shield/Aura) Increased alertness, Cancels hallucinations (as long as this effect is active) for 2d4 turns. |
Green | Peridot | (Shield) Incoming psychic attacks may be negated on opposed rolls. It also prevents mind reading (causes headaches to satori, telepaths, psi-warriors and confuses Elias). Shield lasts for 2d4 turns. |
Green | Green glass | None |
Orange | Carnelian | (Aura) Decreases the Venom Poison meter by 1 unit per turn. Effect lasts for 1d6 turns. |
Orange | Sunstone | (Shield) Incoming Spec-Fire attacks may be negated on opposed rolls. Shield lasts for 3 hits. |
Orange | Zincite | None |
Orange | Orange glass | None |
Pink | Pink quartz | (Aura) May affect positively relationships with other characters, to varying degrees, and generally improves the morale of allies (if any and if applicable). |
Pink | Tourmaline | (Shield) Decreases Pain by 15%. |
Pink | Pink glass | None |
Purple | Amethyst | (Aura) Decreases Inebriation by 2d20. |
Purple | Sugilite | (Aura) All attempts to rest always succeed, and all resting provides restful sleep. Effect is valid once - after resting under those effects, the gem is depleted. |
Purple | Purple glass | None |
Red | Garnet | (Aura) Increases natural blood regeneration rate (0.2 blood/turn instead of 0.1) for 1d6 turns. |
Red | Ruby | (Aura) Strength +10%, increased natural blood regen rate (0.2/turn instead of 0.1) for 2d4 turns. |
Red | Spinel | (Aura) When using FAKs or FSKs, an instant +2 HP is applied to the healed limb. This effect is active for 1d8 turns. |
Red | Red glass | None |
White | Moonstone | (Shield) Incoming Spec-Ice attacks may be negated on opposed rolls. Shield lasts for 3 hits. |
White | Opal | (Shield) Incoming Spec-Aqua attacks may be negated on opposed rolls. Shield lasts for 3 hits. |
White | Pearl, small | None |
White | Pearl, big | None |
White | White glass | None |
Yellow | Citrine | (Aura) May affect positively the quantity and/or quality of items found randomly (generally improves amount of ammo found, or money found at random), and may prompt shopkeepers to offer discounts or accept bartering more easily. Effect lasts 2d4 turns. |
Yellow | Golden topaz | (Aura) Increased accuracy (FT-1) and increased alertness for 1d4 turns. |
Yellow | Heliodor | (Shield/Aura) Increases alertness. Cancels effects which increase FT (as long as this effect is active), but does not cancel decreasing ones. Effect lasts 2d4 turns. |
Yellow | Yellow glass | None |
Special rules
- If an effect requires opposed rolls to negate an incoming attack, then the user will be prompted to roll a 2d6; this is the Shield roll. If the Shield roll score is superior than the attack roll, the attack is negated.