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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.
A strong cocktail of enhancement chemicals. May be slightly addictive.
A dangerously strong cocktail of performance enhancing chemicals. Have you ever looked at your hands? I mean, *really* looked?
A highly dangerous cocktail of performance enhancing chemicals. Do not take internally.