All Updates

Pharmacy special stock, cannabis rework and new drugs

22/10/2026

Alberto’s back room is open. After you finish University course MED2100, the Pharmacy unlocks a Special Stock counter where you trade Cannabis for combat stims, job pills, study tabs, and a couple of medical specials.

This post is a walkthrough of what changed, how stacking works, and where to read the full details on the wiki.


How to unlock it

  1. Complete MED2100 — From Head to Toe: A Deep Dive into the World of Medicine at University.
  2. Visit Alberto’s Pharmacy in Town.
  3. Use the Special Stock section (paid in Cannabis from your inventory).

If you haven’t finished MED2100 yet, you can still browse the stock — purchases stay locked until the course is done.


Important: daily town shop buys

Special Stock trades count toward your shared daily town shop buy limit — the same pool as cash buys at the Pharmacy, Diablo’s, Mateos, and the rest of Town (base 25/day, raised by Dock upgrades).

Popping a war kit of stims will burn through that limit the same way buying bandages does. Plan around it.


Selling leftovers

Finished stims and specials sell back to the Pharmacy for cash at the normal Pharmacy sell rate — not to the Drug Den. See Alberto’s Pharmacy.


Stacking rules

Full tables live on Drug Items. The short version:

  • Combat stat % bonuses stack (Strength, Agility, Defence, Accuracy — including Combat Stim’s all-stats and Hustle’s combat downside).
  • Haymaker and glancing blow chances are flat (one dose of power). Re-using the same stim extends duration instead of raising the chance.
  • Painkillers Damage reduction and shrug-to-1 are flat. Re-use only extends duration — effects do not get stronger.
  • Hustle and Adderall effects fully stack per dose.
  • Defibrillator does not stack; re-use refreshes the buff window.
  • Buff duration and Drug / Medical cooldown are separate. Using a stim adds to the Drug cooldown bank (24-hour cap). Defib and Narcan use the Medical cooldown bank instead.
  • Most stims can Overdose. Overdoses are nasty — hospital time plus a long combat (or job) debuff.

The Special Stock lineup

Cannabis costs may change over time, so check the Pharmacy in-game for live prices. Effects below match current balance.

Combat stims

  • Rage Injector (15 min) — +150% Strength (stacks) and 30% haymaker chance (flat; re-use extends duration). Haymakers deal double damage and bypass armor on a successful hit.
  • Sprint Serum (15 min) — +100% Agility (stacks).
  • Bulwark Shot (15 min) — +100% Defence (stacks).
  • Focus Stimulant (15 min) — +150% Accuracy (stacks) and 30% glancing blow chance (flat; re-use extends duration). Glancing blows are guaranteed hits for 30–60% damage.
  • Adrenaline Shot (15 min) — +125% Agility and −50% Defence (both stack, negative defense is capped at 1%).
  • Combat Stim (6 hours) — +50% all Combat Stats and +5 Attack Energy cost per attack (both stack). Long war-day buff.
  • Painkillers (15 min) — −10% incoming damage and 30% chance to reduce a hit to 1 damage. Re-use extends duration only; power does not stack.

Jobs & study

  • Hustle Pills (6 hours) — +10% Job success, rewards, and experience; −20% all Combat Stats. Everything stacks. Great for the grind — bad if someone picks a fight while you’re doped for work.
  • Adderall (15 min) — +30% Intelligence gains from University study (stacks). No overdose.

Medical specials

Details also on Medical Items.

  • Defibrillator (15 min) — +30% revive success chance. Uses Medical cooldown. Re-use refreshes duration.
  • Narcan (instant) — Removes 30% of active Overdose debuff strength and 30% of remaining OD / Drug cooldown. Uses Medical cooldown. Each use cuts whatever is still left.

Cannabis itself changed too

Cannabis is no longer a Defence buff. On use it:

  • Shaves 30 minutes off your current Job timer (if a job is active), and
  • Adds +10% Job fail chance for 15 minutes (this part stacks per dose).

Same shared Drug cooldown bank as other drugs. Full write-up: Drug Items.


Quick tips

  • Burst vs marathon — Most combat stims last 15 minutes. Combat Stim and Hustle last 6 hours. Don’t open a short buff and then go AFK.
  • Stack with intent — Stat % stacks hard in a short window. Haymaker / glancing / Painkillers do not get stronger from spam; you’re mostly buying time.
  • Buys + cooldowns — Daily shop buys and the Drug cooldown bank both limit how much kit you can load. Narcan can shave Drug CD, but it costs Medical CD instead.
  • Jobs vs fights — Hustle is cheap power for jobs and a real combat liability while it lasts.

Wiki

Questions, weird edge cases, or balance feedback — drop them in the replies. I will be watching how this plays in the wild.