Tonics: Difference between revisions

373 bytes added ,  04:55, 6 August 2020
→‎Adverse reactions: add remaining overdose effects, remove missing info
(add more overdose effects)
(→‎Adverse reactions: add remaining overdose effects, remove missing info)
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[[Mutant]] characters can receive adverse reactions just from taking a tonic. There is always a base chance of 5% for this to happen{{Code Reference|class=Tonic}}, with the message "Your mutant physiology reacts adversely to the tonic."
[[Mutant]] characters can receive adverse reactions just from taking a tonic. There is always a base chance of 5% for this to happen{{Code Reference|class=Tonic}}, with the message "Your mutant physiology reacts adversely to the tonic."


{{missing info|finish filling out the tonics}}
{|class="wikitable"
{|class="wikitable"
!Tonic
!Tonic
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|{{Favilink|Eaters' nectar injector}}
|{{Favilink|Eaters' nectar injector}}
|Does not cause overdose at all.
|Does not cause overdose at all.
|-
|{{Favilink|hulk honey injector}}
|The creature temporarily gains [[Analgesia]] and enters a state of enraged confusion.
|-
|-
|{{Favilink id|Hoarshroom}}
|{{Favilink id|Hoarshroom}}
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|{{Favilink|salve injector}}
|{{Favilink|salve injector}}
|No special effect.
|No special effect.
|-
|{{Favilink|shade oil injector}}
|Between one and three shadow versions of the creature spawn in the same zone, much the same as with [[Evil Twin]].
|-
|-
|{{Favilink|skulk injector}}
|{{Favilink|skulk injector}}
|The creature is [[blind|blinded]] for 21–30 turns.
|The creature is [[blind|blinded]] for 21–30 turns.
|-
|{{Favilink|sphynx salt injector}}
|All of the creature's mental mutations go on cooldown for 200 turns (unless they already exceeded that).
|-
|-
|{{Favilink|ubernostrum injector}}
|{{Favilink|ubernostrum injector}}