Gear · guide
stims
also: chip, chips, neural port, stim
Stims and chips: chemistry and chrome that make you better at something for a while. Doc Varga, the ripperdoc, sells them. use <stim> take a stim (also: inject) slot <chip> slot a chip into your neural port unslot <chip> pull it out (unslot all for both) effects what's running, and for how long Stims work at once and wear off in a few minutes; the stim is gone. Some leave you crashing afterwards (weaker for a minute), and you can't take another of the same kind until the crash passes. Chips cost more and never crash. Your neural port takes two. A chip works for as long as it's slotted, burning down its life while you play (not while you're logged off); pull it and the rest keeps for later. When its life is spent it burns up. Slotted chips can't be dropped, given or sold until you pull them. A chip's life is its own: pull it and give it away or sell it, and whoever slots it next gets what was left. Look at a chip to see its life; vendors pay for what's left of it. What they do, at level 1: Redline hit harder (+4 damage), guard worse (armor -4) Kerenzikov boost reflex +2 and an extra swing every other swing Aegis nanofield half damage from hits (on foot, not in a vehicle) Overwatch uplink accuracy +10, and critical hits more often Ghostwire aggressive creatures (and rival clans) leave you alone; flee works more often; see a little further Wetwire sync in a vehicle: better handling and aim, and some moves cost no fuel or thrust Fence protocol more credits and loot from kills, better prices from vendors Squadlink everyone in your party where you are (you too): accuracy and armor up, and faster healing Lazarus heal twice as fast out of a fight, and come to with more health after blacking out Atlas frame carry 15 more (your Body and fights don't change); the stim's crash takes 5 off for a minute Levels. A stim or chip has a level: each one above 1 makes all of its effects half as strong again (level 3 is twice level 1). A nanofield takes at most 90%; Kerenzikov gives an extra swing with every swing from level 3. A strong stim's crash is as strong. Some carry several effects at once. You can only run one of each effect at a time: a chip won't go in while you're already running something it gives, and a stim replaces what it gives. Permanent chips (rare, from the hardest jobs) never burn out. Your prompt shows what's running and the time left on each (RED3: Redline at level 3); effects says what each is doing. Examples: use redline stim slot overwatch chip unslot all effects use atlas stim
In the game, help stims shows this too.