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Stims

Stim icon
A cocktail of brain-and-muscle enhancing chemicals. It's best not to ask about the details.

Stims are items which can be used by agents to give additional AP to themselves or to another agent on an adjacent tile. A Stim can also be used to wake up a knocked-out agent on an adjacent tile. Some Stims also allow the agent to make extra attacks.

There are four “tiers” of Stim; each type has a 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 Nanofabricator for 400 credits.
Rare loot from a Corporate Safe.
Rare steal from K&O Elite Security.
Rare steal from Heavy Security.
Rare steal from Scientists.
Expertly steal from most human guards.
Rush starts with one.
Stim II +6 AP 7 turns Speed 3 Buy from a Nanofabricator for 800 credits.
Rare steal from K&O Elite Security.
Rare steal from Heavy Security.
Rare steal from Spec Ops.
Stim III +8 AP Attack restored
this turn
4 turns Speed 4 Buy from a Nanofabricator for 1000 credits.
Loot from a Security Dispatch.
Rare steal from Heavy Security.
Rare steal from Spec Ops.
Stim IV† +10 AP Unlimited attacks
this turn
1 charge
per mission,
4 turns
Speed 4 Buy from a Nanofabricator for 1400 credits.
Loot from a Security Dispatch.

† Found in the Contingency Plan DLC.

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.
items/stim.1592742493.txt.gz · Last modified: by andrew