MDMA Pills is an in-game drug consumable that immediately adds 150 Energy. Using one starts a shared drug cooldown of 2 hours.
| Property | Value |
|---|---|
| Resource gain | +150 Energy |
| Drug cooldown | 2 hours |
| Uses per item | 1 |
The effect can raise Energy above its normal cap. It does not increase that cap permanently or restore the other resources. Passive recovery adds nothing to a resource while it remains at or above its cap.
The cooldown blocks all drug-group consumables, including items restoring a different resource. Changing items does not bypass it. Medical and booster cooldowns are separate pools.
MDMA Pills are already consumable. The finished processing product is the same item used for its resource effect; there is no additional dose-crafting step.
Use the consumable's action in Inventory once the drug cooldown has expired. Inspect the current item effect before use, as item configuration can change.
Plan the use around training or other Energy-consuming activities. Having extra resources does not remove equipment requirements, activity cooldowns or action restrictions.
Crack Hit has a smaller gain and shorter cooldown; Heroin Shot has a larger gain and longer cooldown. Compare the amount you need, the time until your next planned drug use and the current acquisition cost. A larger gain is not automatically the best choice for a short session.
Effects checked against the game code and latest consumable migration on 17 September 2026. Values describe game items.