List of Gem Power Extractor effects (no ontology)
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Revision as of 19:18, 6 March 2016 by SU Tempest (Talk | contribs)
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, and psi-warriors). Shield lasts for 3 hits. |
Blue | Kyanite | (Aura) If user has broken limbs, every turn has a 1/3 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 1d6 turns. |
Brown | Brown glass | None |
Clear | Clear quartz | (Aura) Agility+2 for 1d10 turns. |
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 | (Aura) As long as the effect is active, all repair and cleaning kits have double effectiveness, including on 0% repair attempts. Effect lasts for 1d6 turns. |
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). 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 ranged attacks of any kind may be bounced back towards their attacker on opposed rolls. Shield lasts for 3 hits. |
Orange | Zincite | (Aura) As long as the effect is active, crafting success chances receive a +25% boost (to a maximum of 100%). Effect lasts 2d4 turns. |
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) As long as the effect is active, all meat harvested from a butchered creature is doubled (but may not exceed maximum meat worth). Effect lasts 2d6 turns. |
Red | Ruby | (Aura) Strength +10%, increased natural blood regen rate (+0.2/turn) 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 ranged attacks of any kind may be negated on opposed rolls. Shield lasts for 5 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) Shopkeepers may willingly offer 10% off (0.9x price) on all purchases while the effect lasts. Stacks with any effects of Bartering. 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.