Fallout 2 Walkthrough → Drugs and Stimpaks
Healing Powder is a simple healing powder that, when taken internally, helps with minor wounds.
A Stimpak is a stimulating pack—a syringe-shaped device that allows cells to quickly regenerate. Stimpaks were widely used before the War and can be found almost everywhere.
Super Stimpak is a medical drug with a strong healing effect, developed to treat severely wounded soldiers.
Syringe (Hypo) - the origin of this drug is unknown, but it's clear that its creation required ultra-high, space-age technology. There's only one such syringe in the game.
The fruit is an irradiated fruit similar to an apple. Delicious and nutritious.
Antivenom is made from purified venoms with the addition of antibodies. It tastes and looks like syrup and comes in small bottles.
Rad-Away is a medication that became extremely useful after a nuclear war. It removes radioactive particles from the body.
Addiction chance: 10% x number of doses.
Rad-X is a radiation blocker. It was practically unused before the war, developed and stored by the military—hence its relative obscurity in the post-nuclear world.
Buffout is a type of short-acting steroid that briefly increases mitochondrial activity in muscle tissue. Unfortunately, this chemical disrupts brain function. Only wrestlers benefit from using these drugs in the ring.
The chance of addiction is 25% x the number of doses.
Mentat increases a person's alertness and caution for a short time, but then comes with terrible side effects. It was developed as an experimental drug for military use, but due to large-scale production, it spread to civilians and was popular on the streets during the pre-war period.
Addiction chance: 15% x number of doses.
Psycho was a drug with effects opposite to those of Mentat, but with the added benefit of acceleration. This chemical "cocktail" is highly addictive and produces terrible side effects, but its speed and ease of production make it accessible to most addicts.
Addiction chance: 20% x number of doses.
Jet was created by Myron, a young genius from New Reno, a self-taught chemist who created it for the Mordino family. Considering that Jet is addictive almost immediately after the first use, these rumors are easy to accept as true. Jet doses are supplied in inhalation flasks (a glass bottle with a device for inhaling the drug's vapor through the nose), which were previously used only by asthmatics.
Chance of addiction: 50% x number of doses.
Jet Antidote - cures Jet addiction. A cure for the "plague of the 23rd century." Can be crafted by Myron if you talk to him and convince him to do so in the New Reno Stables, as part of a quest from the Mordino family.
Preparation Effect Side effects
Healing powder +10-20 HP -1 Perception for 6 hours
Steampack +10-20 HP -
Super Steampack +75 HP -9 HP in a minute
Syringe (Hypo) +75-100 HP -
Fruit +4 HP
+1 Level Region in 2 hours.
+1 Level Region in 8 hours.
Antidote -25 Poison Level -
Rad-Eway -25 Region Level -20 Resistance Rad for 10 days
Rad-X +50 Resistance Rad. for 30 min. -
Buffout +2 Strength, +3 Endurance +2 Dexterity for 6 hours -2 Strength, -2 Dexterity, -1 Stamina for 12 hours
Mentat +2 Intelligence, +2 Perception, +1 Charisma for 1 day -2 Intelligence, -2 Perception, -2 Charisma for 3 days
Psycho
1st dose -3 Intelligence +3 Dexterity, +50 DR for 4 hours, 2nd dose
-2 Intelligence +25 DR for another 4 hours
-3 Dexterity, -1 Intelligence, -25 DR for 1 week
Jet +2 AP, +1 Strength, +1 Perception for 1 hour -2 AP, -3 Strength, -3 Perception for 2 days
Antidote for Jet Treats Jet addiction -
Sources: wasteland.ag.ru .