Tonics: Difference between revisions

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(→‎Adverse reactions: add more tonics)
(add more overdose effects)
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|{{Favilink|blaze injector}}
|{{Favilink|blaze injector}}
|The creature is set on fire, i.e., their temperature is set to {{T|200}} over the temperature at which they normally burn.
|The creature is set on fire, i.e., their temperature is set to {{T|200}} over the temperature at which they normally burn (unless they already exceeded that).
|-
|{{Favilink|Eaters' nectar injector}}
|Does not cause overdose at all.
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|{{Favilink id|Hoarshroom}}
|The creature is [[frozen]], i.e., their temperature is seto to {{T|20}} under their brittle temperature (unless they already fell short of that).
|-
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|{{Favilink|love injector}}
|{{Favilink|love injector}}
|The creature is set on fire, i.e., their temperature is set to {{T|200}} over the temperature at which they normally burn.
|Same effect as blaze injector.
|-
|-
|{{Favilink|rubbergum injector}}
|{{Favilink|rubbergum injector}}
|There is a 35% chance each turn for the creature to go [[prone]], as long as they aren't flying.
|There is a 35% chance each turn for the creature to go [[prone]], as long as they aren't flying.
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|{{Favilink|salve injector}}
|No special effect.
|-
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|{{Favilink|skulk injector}}
|{{Favilink|skulk injector}}

Revision as of 04:50, 6 August 2020

This information is reliable as of patch 2.0.199.7. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.199.7.

Tonics are the injectors that can apply a variety of effects upon being used on the player or another creature.

In the game world, tonics that are applied via injector are artifacts in the sense that their design is a relic of another time and culture. Because of this, they are unidentified to new characters (unless a character starts with one of that tonic in their inventory). As well, they work differently on the physiology of True Kin and mutants, with mutants receiving weakened effects.

The Horticulturalist caste starts with a selection of tonic injectors.

List of tonics

Making tonics

The player character can learn to make the injector-type tonics in the same way as other artifacts. Each tonic injector requires some scrap and one special ingredient to build.

Simultaneous tonics

If a tonic is ingested while one or more other tonics are already active, the player can receive the message "The tonics you ingested react adversely to each other." The existing effects can be cancelled and a negative effect applied. The Juicer skill increases the limit of active tonics by one.

Adverse reactions

Adverse reactions can happen if a creature tries to take another tonic while already at their limit of active tonics. The exact result depends on the type of tonic being applied, with the most recent tonic having the overdose effect.

Mutant characters can receive adverse reactions just from taking a tonic. There is always a base chance of 5% for this to happen[1], with the message "Your mutant physiology reacts adversely to the tonic."

This article has information that is missing or not up to par.
Reason: finish filling out the tonics
Tonic Overdose effect
blaze injector The creature is set on fire, i.e., their temperature is set to 200° over the temperature at which they normally burn (unless they already exceeded that).
Eaters' nectar injector Does not cause overdose at all.
luminous hoarshroom The creature is frozen, i.e., their temperature is seto to 20° under their brittle temperature (unless they already fell short of that).
love injector Same effect as blaze injector.
rubbergum injector There is a 35% chance each turn for the creature to go prone, as long as they aren't flying.
salve injector No special effect.
skulk injector The creature is blinded for 21–30 turns.
ubernostrum injector No special effect.

Cooking

Tonics can be preserved into ingredients with the cooking system. This allows their effects to be used in recipes and meals.

References

  1. XRL.World.Parts.Tonic