Consumables provide an immediate effect and are spent when used. Inspect the item for its effects and cooldown cost before clicking Use. Healing, resource restoration and production acceleration serve different purposes.
| Group | How it works |
|---|---|
| Drug | A shared timer blocks other drug-group consumables until it expires |
| Medical | Uses add to a shared cooldown budget; another use is allowed while the current remaining budget is below two hours |
| Booster | Uses add to a shared cooldown budget; another use is allowed while the current remaining budget is below 24 hours |
Changing to another item in the same group does not bypass that group's limit. The three groups are separate from each other.
Medical and booster checks use the remaining budget before the new item is charged. An allowed use can push the resulting budget above its threshold. The full cooldown cost is charged, and the budget drains with real time.
For example, a medical item may be used while 110 minutes of medical cooldown remain. If it adds 30 minutes, the new budget is 140 minutes. Further medical uses are blocked until the remaining budget falls below 120 minutes.
The nine drug consumables below restore one resource each. Their configured
effects are immediate and can raise the resource above its normal maximum. All nine use
the same drug cooldown: using an Energy item also delays your next Nerve or
Focus drug item.
| Consumable | Immediate effect | Shared drug cooldown |
|---|---|---|
| Joint | +25 Nerve | 30 minutes |
| Shroom Tea | +60 Focus | 1 hour |
| Crack Hit | +80 Energy | 1 hour |
| Speed Line | +100 Nerve | 90 minutes |
| MDMA Pills | +150 Energy | 2 hours |
| Meth Hit | +280 Nerve | 4 hours |
| Cocaine Line | +250 Focus | 4 hours |
| Heroin Shot | +350 Energy | 5 hours |
| LSD Drop | +350 Focus | 5 hours |
MDMA Pills are directly usable. The other eight are prepared from processed
products through explicit crafting conversions. See
Drug Processing and Crafting for the routes.
Inspect the current item before use if its configuration has changed.
Energy, Nerve and Focus effects can raise resources above their normal caps. You can spend the excess, but passive recovery does not add more while you remain at or above the cap.
Choose an item for the resource you intend to spend. An Energy effect does not automatically restore Nerve, Focus or Life. See Resource Planning.
See Medical Items for the base healing, hospital relief and
cooldown costs of Bandage, First Aid Kit and
Medical Kit.
Medical healing cannot raise Life above maximum Life. Some medical items also remove a fixed amount of remaining hospital time. These are separate effects: restoring health does not automatically discharge you.
A hospital-time reduction stays the same for a short or long stay. If it removes all remaining time, you are discharged. It does not reduce jail time.
Medicine Career Mastery's healing-item effect increases both applicable Life healing and hospital-time relief. A revive, by comparison, ends hospitalization without restoring Life. See Hospital and Reviving and Career Mastery.
See Grow Boosters to compare
Grower's Fertilizer,
Hothouse Formula and
Master Grower's Kit.
A grow-speed booster reduces the remaining time of currently running production batches by its configured amount. It affects running batches rather than creating a permanent production-speed bonus.
If there are no running batches to accelerate, that grow-booster use is rejected. A rejected cooldown or no-active-grow check does not consume the item. See Drug Production.
Use the item's available action from Inventory. Medical items and boosters are used one at a time. Crafting and opening a crate are different actions from consuming an effect item.
Inventory and city stash are distinct locations. Raw drugs and city-stored products are not interchangeable with inventory consumables. Check the item's available actions rather than assuming every drug item can be consumed.
Mechanics checked against the game code on 17 September 2026.