Medication
Medication covers the healing items and boosters that meds vendors sell. MaxDoc and Bounce Back are the Health Items that keep V alive in a fight. The long-lasting boosters raise one stat for half an hour, such as max Health, Stamina regeneration, RAM or carrying capacity. The Oxy Booster lets V breathe underwater. Every build carries a Health Item, and the boosters suit a player who prepares before a hard job.
Effects
Medication falls into three groups. Health Items restore Health. Long-lasting boosters change a stat for a long time. The Oxy Booster solves one problem, which is air underwater.
Health Items. MaxDoc is an inhaler. It restores a burst of Health the moment V uses it. Bounce Back is an injector. It heals a little at once and then regenerates Health every second for a short time. Over its full duration, Bounce Back can restore more than a MaxDoc. MaxDoc suits a fight with no room to step back. Bounce Back suits a fighter who can duck into cover and let the healing run.
V equips one Health Item at a time. It holds charges instead of running out. Without perks, V has two charges. Each use spends a charge and starts a cooldown. V can still use the second charge while the first one recharges.
Long-lasting boosters. One dose lasts half an hour. The Health Booster raises max Health by a tenth. AssKick raises it by a fifth, but it halves Stamina regeneration. The Stamina Booster speeds up Stamina regeneration. Jellytricity speeds it up by a fifth, but it lowers max Health. RAM Jolt adds RAM for quickhacks. RAM Nugs add twice as much, with a penalty to another stat. The Capacity Booster raises carrying capacity by half. Ol' Donkey raises it further, also with a penalty.
Oxy Booster. It lets V stay underwater without running out of air. The effect lasts half an hour. It helps on a dive to a sunken stash.
Pros
- Health Items recharge, so V never has to buy healing again.
- A higher tier of MaxDoc or Bounce Back upgrades the equipped item for good.
- Boosters last long enough to cover a whole job.
- The milder boosters carry no penalty at all.
Cons
- Health Items heal nothing once every charge is spent, until they recharge.
- The stronger boosters always cost another stat, such as Health or Stamina.
- Boosters must be bought again after each dose.
Consumable Categories
Best Medication
| Name | Image | Why |
|---|---|---|
| MaxDoc | Instant burst of Health in a fight | |
| Bounce Back | Most total healing over time | |
| Health Booster | More max Health with no penalty | |
| AssKick | Largest max Health boost | |
| RAM Nugs | Most extra RAM for a netrunner | |
| Jellytricity | Faster Stamina for guns and blades | |
| Capacity Booster | Half again the carrying capacity | |
| Oxy Booster | Breathing underwater |
MaxDoc and Bounce Back are the only Health Items, so every build picks one of them. The choice comes down to style. A build that fights in the open takes MaxDoc for the instant heal. A build that fights from cover takes Bounce Back for the larger total.
Character Builds
Health Items belong above all to a Technical Ability build, since that tree holds most of the perks for them.
- Glutton For War gives a small instant recharge after V neutralizes an enemy.
- Health Freak speeds up recharge. Its second level adds one more charge and much faster recharge outside combat.
- First Aid speeds up recharge while only one charge has been used.
- Transfusion makes the final charge heal more.
- Field Medic makes V use Health Items faster in combat.
- Borrowed Time fully recharges a Health Item after a kill when V is below a quarter of Health and out of charges.
The Body tree adds a second layer. Dorph-Head gives a short burst of damage mitigation whenever V uses a Health Item. Adrenaline Rush lets Health Items grant Adrenaline, a yellow bar that absorbs damage like extra Health. Pain To Gain speeds up recharge after a kill while Adrenaline Rush is active.
Cyberware completes the setup. The Biomonitor uses the equipped Health Item on its own when V's Health drops below half. The Cellular Adapter speeds up recharge for each point of Technical Ability. The Universal Booster adds Armor and lowers Stamina costs for a few seconds after each use. The Blood Pump is a Circulatory System implant that works as a Health Item of its own.
The boosters follow the build. A netrunner takes RAM Jolt or RAM Nugs before a job. A gunner or a blade fighter takes the Stamina Booster or Jellytricity. A tank takes the Health Booster or AssKick.
Notes
- Medpoints sell the higher tiers of MaxDoc and Bounce Back, together with their crafting specs.
- Any character can craft a Health Item tier with its crafting spec and the matching crafting components.
- Enemies drop MaxDoc.
- Meds vendors in Night City and the Badlands sell the boosters. Their stock differs from shop to shop.
- AssKick, Jellytricity, RAM Nugs and Ol' Donkey are also stocked by the meds vendor in Dogtown.
- Phantom Liberty food can change Health Item effectiveness. Comrade Kolya's Premium Black Caviar makes Health Items stronger. The Militech MRE (expired) and Phish & Chips make them weaker.
All Medication
Every medication consumable is listed below.
| Name | Image | Effect | Duration | Price |
|---|---|---|---|---|
| AssKick | +20% Max Health. −50% Stamina Regen Rate | 1800 | ||
| Bounce Back | ||||
| Capacity Booster | +50% Carrying Capacity | 1800 | ||
| Health Booster | +10% Max Health | 1800 | ||
| Jellytricity | +20% Stamina Regen Rate. −15% Max Health | 1800 | ||
| MaxDoc | ||||
| Ol' Donkey | +100 Carrying Capacity. −20% Stamina Regen Rate | 1800 | ||
| Oxy Booster | Allows you to breathe under water. | 1800 | €$ 750 | |
| RAM Jolt | +2 Max RAM | 1800 | ||
| RAM Nugs | +4 RAM unit(s) −20% Max Health | 1800 | ||
| Stamina Booster | 1800 |
Pages in category "Medication"
The following 11 pages are in this category, out of 11 total.