List of Gem Power Extractor effects (no ontology)

From Mazeworld

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| Tanzanite
| Tanzanite
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| (Aura) Decreases Libido by 2d15, increases natural Pain healing by 1% per turn (stacks with other pain regeneration modifiers) for 2d4 turns.
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| (Aura) Increases natural Pain healing by 1% per turn (stacks with other pain regeneration modifiers) for 2d4 turns.
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| <span style="color: #F58025">Orange</span>
| <span style="color: #F58025">Orange</span>
| Zincite
| Zincite
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| (Aura) Libido increases by 2d15.
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| None
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| <span style="color: #F58025">Orange</span>
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| <span style="color: #FFB6C1">Pink</span>
| <span style="color: #FFB6C1">Pink</span>
| Tourmaline
| Tourmaline
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| (Shield) Decreases Libido by 2d20, decreases Pain by 15%.
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| (Shield) Decreases Pain by 15%.
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| <span style="color: #FFB6C1">Pink</span>
| <span style="color: #FFB6C1">Pink</span>

Revision as of 08:57, 18 February 2015

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.