# Consumables

## <mark style="color:yellow;">New Consumables</mark>

The following are new consumables added by Dark Future.

### <mark style="color:yellow;">Immunosuppressant (New in 2.0)</mark>

*TweakDBID:* `DarkFutureItem.ImmunosuppressantDrug`

**Immunosuppressants** suppress the additional [Humanity Loss](/conditions/humanity-loss.md) incurred from installed cyberware, as well as cure and prevent [Cyberpsychosis](/cyberpsychosis.md). They also suppress the Max Health penalty of the Edgerunner Perk. While under the effect of an Immunosuppressant, you cannot activate Fury.

**Where To Find:** Purchasable from any Medpoint Vendor, and granted to you by Victor during <mark style="color:yellow;">**The Ripperdoc**</mark> Job.

<figure><img src="/files/ivnVCUDn2cVBtKmv08Mo" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Addiquit</mark>

*TweakDBID:* `DarkFutureItem.AddictionTreatmentDrug`

**Addiquit** helps manage Addiction Withdrawal while attempting to cure an [Addiction](/gameplay/addiction-overview.md). Costs significant Energy to use.

**Where To Find:** Purchasable from any Medpoint Vendor.

<figure><img src="/files/3RfSWmJNh9ueJFB4NxmY" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Emergency Cardioregulator</mark>

*TweakDBID:* `DarkFutureItem.NerveRestoreDrug`

**Emergency Cardioregulator** is an emergency-use consumable that can be used in combat to quickly restore Nerve at significant cost to Energy. Once used, it applies the <mark style="color:yellow;">Weakened</mark> status, which prevents consumables from restoring Basic Needs for a short time.

It is a narcotic, and can lead to Narcotic [Addiction ](/gameplay/addiction-overview.md)with use.

**Where To Find:** Purchasable from any Medpoint Vendor.

<figure><img src="/files/O8o2T87NSwBzj5t8eoi8" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Endotrisine</mark>

*TweakDBID:* `DarkFutureItem.EndotrisineDrug`

**Endotrisine** is an expensive consumable that improves Humanity Loss restoration from repeatable activities.

**Where To Find:** Medpoint Vendors.

<figure><img src="/files/wNpzNeuJ9yCyIlGx7PUI" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Glitter</mark>

*TweakDBID:* `DarkFutureItem.Glitter`

Glitter is an extremely powerful black market Narcotic that can be used in combat. Like other Narcotics, using it will quickly lead to Narcotic [Addiction](/gameplay/addiction-overview.md). Due to the high amount of randomized Nerve loss, Glitter is dangerous to use while Nerve is low.

**Where To Find:** Purchasable from the two unmarked drug dealer vendors on Jig-Jig Street, as well as Saki Seo, the Meds Vendor in Dogtown Stadium.

<figure><img src="/files/b1Ws5kEzkfyUbal3zzjs" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Cigarettes</mark>

Cigarettes are now a type of consumable in Dark Future. They restore Nerve, while also reducing total Stamina and causing your Stamina to deplete when sprinting and jumping. By default, consuming them will lead to Nicotine [Addiction](/gameplay/addiction-overview.md).

*TweakDBID:* `DarkFutureItem.CigarettePackC, Items.GenericJunkItem23, Items.GenericJunkItem24`

**Where To Find:** Purchasable at newsstand vendors, junk vendors, and occasionally found in loot.

<div data-full-width="true"><figure><img src="/files/er6HFTvjHgtYugm2KH6r" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/abBGqgKAc8Vn8BV4RAqF" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/a0XeebdjUMkNCDP8tMFW" alt="" width="375"><figcaption></figcaption></figure></div>

***

## <mark style="color:yellow;">Changes to Existing Consumables</mark>

{% hint style="info" %}
You can configure the amount that all consumables restore, as well as their weight and vendor prices, via Mod Settings.
{% endhint %}

### <mark style="color:yellow;">Food</mark>

* The <mark style="color:yellow;">**Nourished**</mark> status will now only apply when eating high-quality food when your Nutrition is 85 or greater, as noted on the item description. If a Nutrition penalty status effect is applied, Nourished will be removed.
* Many lower-quality food items (i.e. from vending machines) reduce **Nerve** if Nerve is greater than 70, which can make you <mark style="color:yellow;">**On Edge**</mark> or <mark style="color:yellow;">**Anxious**</mark>**.** While these items are good in a pinch, you should seek out higher-quality food from Food Vendors.

<div data-full-width="true"><figure><img src="/files/8ciQfV83AzO88J5FujhQ" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/IUEVo04yTKPpqriiUTiI" alt="" width="375"><figcaption></figcaption></figure></div>

### <mark style="color:yellow;">Drinks</mark>

* The <mark style="color:yellow;">**Hydrated**</mark> status will now only apply when drinking certain high-quality drinks when your Hydration is 85 or greater, as noted on the item description. If a Hydration penalty status effect is applied, Hydrated will be removed.
* Like food, many lower-quality drink items (i.e. from vending machines) reduce **Nerve** if Nerve is greater than 70.
* Coffee and energy drinks can temporarily restore Energy. See the [**Energy section of the Basic Needs page**](/gameplay/basic-needs.md#energy) for more info.

<div data-full-width="true"><figure><img src="/files/Gl4ieIrzPy63wwwZmaXX" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/OM6Xec2v8VCXtn7g2VAa" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/phEePKUMwIvXDXbpMMsK" alt="" width="375"><figcaption></figcaption></figure></div>

### <mark style="color:yellow;">Alcohol</mark>

Alcohol restores Nerve. The stronger and higher quality the alcohol, the more Nerve it restores. It now applies a penalty to Mitigation Strength and Reload Speed instead of its previous effects. When the Alcohol effect is stacked enough times, it also applies the **Numbed** status, granting bonus Armor.

By default, consuming alcohol can lead to Alcohol [Addiction](/gameplay/addiction-overview.md). **Strong Alcohol** applies multiple stacks of the Alcohol status, leading to addiction faster.

<div><figure><img src="/files/NTrjk0rTxJK1vcoTf8UA" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/fYigt7LaP4qSWKRJjBcW" alt="" width="375"><figcaption></figcaption></figure></div>

### <mark style="color:yellow;">Narcotics</mark>

<mark style="color:yellow;">**Mr. Whitey**</mark> and <mark style="color:yellow;">**Black Lace**</mark> are now classified as Narcotics.

Mr. Whitey can now be purchased from Kiosk Vendors. Black Lace can now be purchased from the unmarked drug dealers on Jig-Jig Street.

By default, consuming narcotics can lead to Narcotic [Addiction](/gameplay/addiction-overview.md).

<figure><img src="/files/gaI6qzDLIFagAvTo7CaW" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Boosters</mark>

* Boosters now have a duration of 15 minutes.
* Health Booster is now named <mark style="color:yellow;">**Trauma Kit**</mark><mark style="color:yellow;">.</mark> They now restore the [Injury Condition](/conditions/injury.md).
* Capacity Boosters now <mark style="color:yellow;">**cost**</mark> 15 Nutrition to use, and has had its Carry Weight bonus adjusted.
* RAM Jolt reduces the amount of Nerve lost when being traced, useful for stealth Netrunners.
* Stamina Boosters now provide a small amount of Energy restoration. The item's description was corrected to state its actual benefit to Stamina Regen Rate in the base game (10%).

<div data-full-width="true"><figure><img src="/files/sES5x2VMoDyrNIAkFFra" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/IfzagItpikKmsETMfwJ4" alt="" width="375"><figcaption></figcaption></figure></div>

<div><figure><img src="/files/8LqROSeOkIfbCgusMlbl" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/zl0a4q2XAaeSVNFRRIYg" alt="" width="375"><figcaption></figcaption></figure></div>

### <mark style="color:yellow;">Black Market Boosters</mark>

* Black market boosters have a duration of 15 minutes.
* Asskick - No change.
* Ol' Donkey now <mark style="color:yellow;">**costs**</mark> 25 Nutrition to use, and has had its Carry Weight bonus adjusted.
* RAM Nugs further reduce the amount of Nerve lost when being traced.
* Jellytricity provides the same new benefit as Stamina Booster.

<div data-full-width="true"><figure><img src="/files/2tPlY4kAdbJ3U2zvZGSQ" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/WYs1R8Ml63dZwPFrAYdZ" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/2OtOOABBQjV0f9QsTKR9" alt="" width="375"><figcaption></figcaption></figure></div>


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