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Stims

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 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 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 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 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 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 exploration with a Cloaking Rig or 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 Monst3r between the two objective rooms in the 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 knocked out from using an Augment Grafter or Augment Drill. This also works if an agent is knocked out when a guard breaches a door, if the agent is not pinned.

The extra attacks from Stim III and Stim IV can be used to shoot multiple guards in one turn with a Flurry Gun or a gun which uses ammo. On the other hand, the extra attacks are often even more useful for TAGging multiple guards in one turn with a TAG Pistol or disabling multiple mainframe devices with Dr. Xu's Subdermal Tools. As Stim IV gives unlimited attacks for a turn, it can allow Dr. Xu to reduce unlimited numbers of firewalls of devices with Magnetic Reinforcements; Stim IV also enables some infinite combos.

items/stim.txt · Last modified: 2021/04/14 07:30 by andrew