====== Med Gel ====== [{{ med_gel.png|Med Gel icon}}] > //A Med Gel capsule contains a swarm of cellular-restoration nanobots suspended in a slurry of nutrients, antibiotics, and synthetic blood vessels. They taste like guava.// **Med Gel** is a single-use [[:items:|item]] which can be used to revive a [[:KO|knocked out]] or [[:lethal damage|lethally-wounded]] [[:agents:|agent]]. To use a Med Gel, the agent carrying it must stand on a tile adjacent to the agent you want to revive. Agents cannot be revived while they are [[:KO#pinning|pinned]]. Med Gel can be bought from all [[:mainframe devices:Nanofabricators]] for 275 [[:credits]], or [[:stealing|stolen]] from some [[:guards:]]; an agent with [[:skill#Anarchy]] skill level 5 can steal Med Gels from more guards. Med Gel has a resale value of 138 credits. ===== Strategy ===== > //Let me put it like this --- if you use a Med Gel to not die, then that's an infinite return on investment, because you didn't die.// \\ ---[[twitch>wodzu_93]] The purpose of a Med Gel is to recover from a very bad situation; or at least, a Med Gel turns a //very// bad situation (where your agent is [[:lethal damage|lethally-wounded]]) into a merely bad situation (where there are still [[:guard behaviour#alerted]] [[:guards:]] running around hunting for you). For new players still learning the strategies to avoid getting into //very// bad situations, a Med Gel can be a useful fallback, but normally it is better to use a [[:rewind]] than a Med Gel, to revert the mission to an earlier point in time before the guards became alerted and shot your agent. Still, a Med Gel can save your agency once you run out of rewinds, and it may be worth carrying one around. The downside of carrying a Med Gel around is that it takes up an inventory slot, for an item which will go unused most of the time. At least on lower [[:modes:|game difficulty settings]], money is easier to come by, and you may be able to afford more [[:skill#Strength]] upgrades to carry more items. Still, in this case the Med Gel effectively costs more like 775\ [[:credits]] if you count the cost of the inventory slot. For expert players, Med Gels are very rarely worth buying or carrying. Every facility has a [[:mainframe devices:Nanofabricator]] with one Med Gel, which can be bought in an emergency; or you can [[:dragging|drag]] the lethally-wounded agent to the exit without using a Med Gel to revive them. If you are skilled enough to manage a //very// bad situation in either of these ways, then it is generally a waste of money and inventory space to buy and carry a Med Gel preemptively; in this case, most of the time Med Gels are just items you sometimes [[:stealing|steal]] from guards and sell for credits.