Amphibious

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This information is reliable as of patch 2.0.194.1. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.194.1.
Amphibious (D)
Category

Physical defect

Cost

-3

ID?Use this ID to wish for the mutation
(example: mutation:Amphibious)

Amphibious

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

no

Amphibious (D)

You require submersion in fresh water.

You submerge yourself in water rather than drinking it to quench your thirst.

You require approximately 67% more water than usual.

+100 reputation with frogs

Amphibious (D) is a physical defect that can be chosen upon character creation. Amphibious creatures will thirst 2/3 faster than one without amphibious. By default, the player character loses 20 water units a turn. With Amphibious, this becomes about 33 thirst units a turn.

Quenching thirst while amphibious does not require any special actions. Despite the description, the player character does not need to swim through fresh water or pour on themselves (chosen from the container context menu). In fact, these actions do not quench thirst at all. The only way to quench thirst is to choose Drink or use auto drink.

Hidden Effects

A hidden effect that Amphibious has is that due to not consuming water through the mouth, glotrot cannot putrefy water containers. Amphibious creatures are also unable to vomit due to overdrinking water as the excessive amount runs off.

Combating the Effects

Two skills in the Self-discipline skill tree affect how quickly water depletes:

  • Fasting Way (17 willpower) decreases the rate of thirst by one half.
  • Mind over Body (29 willpower) decreases the rate of thirst by 0.84.

These skills stack each other, so taking Amphibious and Fasting Way would make the rate of thirst about 16 units (20(Base rate) * 1.67 (Amphibious) * 0.5 (Fasting Way).