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. |