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Drug Effects & Combos

In addition to their commercial export value, drugs produced in the laboratories can be directly consumed by players to obtain major tactical bonuses during combat or movement. Substances are split into 3 major families (Weed, Meth, and Coke), each offering unique operation modes.

The 8 Consumable Drugs

Below you will find the complete table containing the 8 types of drugs available for personal use, their specific effects, and active durations:

Drug Item Effect Name Duration Effect(s)
weed_skunk_bagged Chill Mode 30s +1 HP every 5s (out of combat only)
weed_ak47_bagged Rambo Mode 45s Camera shake on hit halved (flinch_mult 0.5)
weed_amnesia_bagged Flash Mode 50s Sprint longer (stamina_drain_mult 0.85)
weed_og-kush_bagged Zombie Mode 60s Faster regen, -30% fall damage, but walks slower
weed_purple_haze_bagged Spider Mode 45s +10% jump height
weed_white_widow_bagged Superman Mode 75s +5% sprint, less stamina drain, +5% jump
meth Hulk Mode 60s +10% sprint, -25% stamina drain, +10% jump, aim jitter
cokebaggy Batman Mode 30s Reload 20% faster, ADS 20% faster

Personal-Use Coke Note

The item cokebaggy represents a personal-use 1g baggy split from a large coke_brick via the laboratory workbench (1 brick -> 50 baggies).

Combos (Two drugs active at once)

The system allows you to run two drugs simultaneously. When mixing specific substances, in addition to their base solo attributes, you will unlock a unique extra effect:

Combination Effect Name Extra Effect
Flash + Spider Parkour God Stacks the two solo effects.
Rambo + Batman John Wick Stacks the two solo effects.
Hulk + Batman Berserker Provides the massive speed and combat boosts, but drains -1 HP every 2s while active.
Zombie + Chill Full Hippie Forced to walk, but grants a massive +1 HP/sec regen.