====== Stims ====== [{{ stim.png|Stim icon}}] > **Stim I:** //A cocktail of brain-and-muscle enhancing chemicals. It's best not to ask about the details.// > **Stim II:** //A strong cocktail of enhancement chemicals. May be slightly addictive.// > **Stim III:** //A dangerously strong cocktail of performance enhancing chemicals. Have you ever looked at your hands? I mean, *really* looked?// > **Stim IV:** //A highly dangerous cocktail of performance enhancing chemicals. Do not take internally.// **Stims** are [[:items:]] which give additional [[:AP]]; some Stims also allow an agent to make extra [[:attacks]]. An agent can also use a Stim on another agent, a rescued [[:Courier]] or [[:Prisoner]], or a hacked [[:drone]]. Additionally, a Stim can be used to wake up a [[:KO|knocked-out]] agent. In these cases, the target of the Stim item must be on a tile adjacent to the agent using it. To use a Stim this way, select it in the agent's inventory, and then click the Stim icon attached to the target unit. There are four "[[:tiers]]" of Stim; each type has a [[:skill#Speed]] skill level requirement for the agent to use them. ^ ^ AP bonus ^ Attack bonus ^ Cooldown ^ Skill \\ required ^ Availability ^ | Stim I | +4 AP | --- | 9 turns | Speed 2 | Buy from a [[:mainframe devices:Nanofabricator]] for 400 [[:credits]]. \\ Rare loot from a [[:mainframe devices:Corporate Safe]]. \\ Rare [[:stealing#steal]] from [[:corporations:K&O]] [[:guards:Elite Security]]. \\ Rare [[:stealing#steal]] from [[:guards:Heavy Security]]. \\ Rare [[:stealing#steal]] from [[:guards:Scientists]]. \\ [[:stealing#Expert stealing|Expertly steal]] from most human guards. \\ [[:agents:Rush]] starts with one. | | Stim II | +6 AP | --- | 7 turns | Speed 3 | Buy from a [[:mainframe devices:Nanofabricator]] for 800 [[:credits]]. \\ Rare [[:stealing#steal]] from [[:corporations:K&O]] [[:guards:Elite Security]]. \\ Rare [[:stealing#steal]] from [[:guards:Heavy Security]]. \\ Rare [[:stealing#steal]] from [[:guards:Spec Ops]]. | | Stim III | +8 AP | [[:Attack]] restored \\ this turn | 4 turns | Speed 4 | Buy from a [[:mainframe devices:Nanofabricator]] for 1000 [[:credits]]. \\ Loot from a [[:missions:Security Dispatch]]. \\ Rare [[:stealing#steal]] from [[:guards:Heavy Security]]. \\ Rare [[:stealing#steal]] from [[:guards:Spec Ops]]. | | Stim IV† | +10 AP | Unlimited [[:attacks]] \\ this turn | 1 [[:tiers#tier IV items|charge]] \\ per mission, \\ 4 turns | Speed 4 | Buy from a [[:mainframe devices:Nanofabricator]] for 1400 [[:credits]]. \\ Loot from a [[:missions:Security Dispatch]]. | † Found in the [[:Contingency Plan]] DLC. Stim III only restores the agent's attack if they have already used their attack that turn; an agent cannot use a Stim III before attacking to then make two attacks. If a Stim III is used on [[:agents:Nika]], it restores only one of her attacks, and only if she has already used both of her attacks in that turn. ===== Strategy ===== As Stim I and Stim II have relatively long cooldowns, they are usually best saved for emergencies when you need the extra AP to move your agent to safety. On the other hand, Stim III has a cooldown of 4\ turns --- or 3\ turns with [[:augments:Torque Injectors]] installed --- so you can use it routinely to move around the facility faster. Using multiple Stims on the same agent can be an effective way to get a lot done in one turn, especially early [[:strategy:exploration]] with a [[Cloaking Rig]] or [[:augments:Subdermal Cloak]]. To do this effectively, other agents can use their Stims so that the cloaked agent can still use their own Stims later; it is best not to use too many Stims up-front, because the extra AP may be wasted if the path turns out to be blocked by a [[:guard]] in a doorway. Multiple Stims can also be used to move [[:agents:Monst3r]] between the two objective rooms in the [[:missions:OMNI Mainframe]] mission; in this case, other agents will typically need to use their Stims on Monst3r, because he normally does not meet the Speed skill level requirement to use a Stim himself. Stims can be used to wake up agents immediately when they are [[:KO|knocked out]] from using an [[:mainframe devices:Augment Grafter]] or [[:mainframe devices:Augment Drill]]. This also works if an agent is knocked out when a guard [[:guard behaviour#breaching doors|breaches a door]], if the agent is not [[:pinning|pinned]]. The extra attacks from Stim III and Stim IV can be used to shoot multiple guards in one turn with a [[:weapons:Flurry Gun]] or a gun which uses ammo. On the other hand, the extra attacks are often even more useful for [[:TAG|TAGging]] multiple guards in one turn with a [[:weapons:TAG Pistol]] or disabling multiple [[:mainframe devices:]] with [[:agents:Dr. Xu]]'s [[:augments:Subdermal Tools]]. As Stim IV gives unlimited attacks for a turn, it can allow [[:agents:Dr. Xu]] to reduce unlimited numbers of [[:firewalls]] of devices with [[:Magnetic Reinforcements]]; Stim IV also enables some [[:strategy:infinite combos]].