Tonics
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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. |
Tonics are consumable items that can apply a variety of effects upon being used on the player or another creature. All tonics with the exception of luminous hoarshrooms come in the form of injectors.
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 Horticulturist caste starts with a selection of tonic injectors.
List of tonics
blaze injector
Eaters' nectar injector
hulk honey injector
love injector
rubbergum injector
salve injector
shade oil injector
skulk injector
sphynx salt injector
ubernostrum injector
luminous hoarshroom
Tonic Colors
Injector-type tonics generate with random sprite colors and unidentified descriptions during each playthrough. The player must determine which injector is which during each new playthrough.
The possible unidentified injector sprites and descriptions are:
An unidentified empty injector is always described as:
Making tonics
The player character can learn to make the injector-type tonics through Tinkering, in the same way as other artifacts. Each tonic injector requires some scrap and one special ingredient to build.
Simultaneous tonics
There is a limit to the number of simultaneous tonics that a creature can take without risking an adverse reaction. By default, the limit is one active tonic effect. The Juicer skill increases this limit by one. In addition to this limit, Mutant characters always have a chance of an adverse reaction just from taking a tonic.
Adverse reactions
If a creature takes a tonic while already at their limit, they must make a Toughness save (difficulty 16 + 3 per tonic over limit) for each pre-existing active tonic effect[1]. If any of these saves fail, a reaction occurs and the player will receive the message: "The tonics you ingested react adversely to each other."
Mutants also have a 5% base chance of an adverse reaction whenever they take a tonic. For mutants with the Tonic Allergy (D) defect, this chance is increased to 33%[1]. If a reaction occurs, the player will receive the message: "Your mutant physiology reacts adversely to the tonic."
When an adverse reaction occurs, the ingested tonic's effect is cancelled and its overdose effect is applied instead.
Tonic | Overdose effect |
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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). |
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Does not cause overdose at all. |
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The creature temporarily gains ![]() |
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The creature is frozen, i.e., their temperature is set to 20° under their brittle temperature (unless they already fell short of that). |
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Same effect as blaze injector. |
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There is a 35% chance each turn for the creature to go prone, as long as they aren't flying. |
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No special effect. |
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Between one and three shadow versions of the creature spawn in the same zone, much the same as with ![]() |
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The creature is blinded for 21–30 turns. |
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All of the creature's mental mutations go on cooldown for 200 turns (unless they already exceeded that). |
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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.
Applying Tonics to Creatures
Any tonic can be applied to other creatures by equipping it in the player’s primary hand and attacking, firing it from a booster gun or
dart gun, or throwing it, assuming the attack hits and penetrates. Alternately, many creatures will use available tonics in combat, or any source of Domination can let the player apply it as them directly.