Drugs and addiction
How drugs work: the shared drug cooldown, addiction and what it costs you, the overdose formula, and every drug's numbers.
- Addiction fades
- 20 a day
- Overdose risk
- base x (1 + addiction / 100), max 50%
- Rehab
- $250 per point
Drugs give strong short-term effects. Every dose adds addiction, all drugs share one drug cooldown (you cannot take another until it ends), and every dose has an overdose chance that is shown before you take it.
Overdose
overdose chance = drug's base % x (1 + addiction / 100), at most 50%An overdose sends you to the hospital for the drug's overdose time, empties your Energy and Mood, gives none of the drug's effect and doubles the addiction that dose adds. A dose that does not overdose gives its full effect.
What addiction does
- Gym gains: -1% per 10 addiction, at most -30% (training).
- Company work: -1 effectiveness per 10 addiction (companies).
- The Academy will not enroll you at 60 or more (education).
- It fades by 20 points a day, or rehab clears it at once. The Iron Liver merit, the Clean faction perk and a stock perk reduce the addiction each dose adds.
Drugs
| Drug | Effect | Cooldown | Addiction | Overdose base | Overdose stay |
|---|---|---|---|---|---|
| Static | +60 Energy (can exceed max). Jittery: -10% Guard for 3h. | 5h | 25 | 4% | 4h |
| Bliss | Doubles your current Mood. | 3h 30m | 15 | 3% | 2h 30m |
| Iron | +25% Guard in fights for 2h. | 4h | 10 | 2% | 2h |
| Rush | +25% Agility in fights for 2h. | 4h | 10 | 2% | 2h |
| Haze | +10 Nerve and +5% crime success for 1h. | 1h 30m | 4 | 0% | 30 min |
| Mend | Clears your hospital stay and heals 50%. | 3h | 8 | 0% | 30 min |