Drug Items in Cartel Empire are a category of item with timed buffs, job/study effects, or Energy gains. Most have a chance to Overdose, which applies a strong negative effect that often outweighs the benefit.
Many Drug Items are created from Player-owned Production buildings. Combat, job, and study stims are also available from Alberto's Pharmacy Special Stock (unlocked by University course MED2100), purchased with Cannabis.
All of these use the shared Drug cooldown bank (24-hour cap). Buff duration is separate from the cooldown added on use.
| Name | Description | Effect | Stacking | Source |
|---|---|---|---|---|
| Cannabis | Grown with love and expertise by only the most discerning narcos. With every toke, the grind gets hazier — jobs finish faster, but failure comes easier. |
|
Job fail chance stacks (+10% per dose) and each dose extends the remaining fail duration. Job time shave is on-use only. | Weed Field Production |
| Cocaine | Unlike the shadows of tainted competitors, this cocaine embodies purity – a potent source of untamed energy, and unparalleled confidence. Cocaine serves as both reward and temptation. |
|
Energy gain is instant per use. Stat penalty applies from the Drug perk (re-use inserts another dose). | Cocaine Factory Production |
Exchanged for Cannabis at the Pharmacy after unlocking Special Stock via MED2100. Leftovers sell back to the Pharmacy for cash at 50% of item value (not to the Drug Den).
Buying Special Stock counts toward the shared daily town shop buy limit.
Stacking summary: Combat stat % bonuses (and Hustle / Adderall effects) stack with each use. Haymaker and glancing blow chances are flat (one dose); re-using extends their duration. Painkillers DR and shrug chance are flat; re-using only extends duration.
| Icon | Name | Description | Effect | Buff duration | Cooldown | Stacking | Source |
|---|---|---|---|---|---|---|---|
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Rage Injector | A street-cooked stimulant that floods the system with aggression. |
|
15 minutes | +60 minutes Drug cooldown | Strength stacks. Haymaker chance does not stack; re-use extends haymaker duration. | Pharmacy Special Stock |
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Sprint Serum | Thin amber fluid that sharpens reflexes and footwork. |
|
15 minutes | +60 minutes Drug cooldown | Agility stacks. | Pharmacy Special Stock |
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Bulwark Shot | A thick dose that hardens the body against impact. |
|
15 minutes | +60 minutes Drug cooldown | Defence stacks. | Pharmacy Special Stock |
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Focus Stimulant | Keeps the sights steady and the hands calm. |
|
15 minutes | +60 minutes Drug cooldown | Accuracy stacks. Glancing blow chance does not stack; re-use extends glancing duration. | Pharmacy Special Stock |
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Adrenaline Shot | All gas, no brakes — blinding speed that leaves you open. |
|
15 minutes | +60 minutes Drug cooldown | Agility and -Defence both stack. | Pharmacy Special Stock |
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Combat Stim | War-day cocktail. Everything hits harder and lasts longer. |
|
6 hours | +12 hours Drug cooldown | Combat stats and Attack Energy cost both stack. | Pharmacy Special Stock |
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Painkillers | Blunts the pain — most hits sting less, and some barely register. |
|
15 minutes | +60 minutes Drug cooldown | DR and shrug chance do not stack. Re-use only extends duration. | Pharmacy Special Stock |
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Hustle Pills | Shift fuel for the grind — jobs pay better while combat edge dulls. |
|
6 hours | +12 hours Drug cooldown | Everything stacks (job bonuses and combat downside). | Pharmacy Special Stock |
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Adderall | Pharmacy-grade focus tabs for University study. |
|
15 minutes | +6 hours Drug cooldown | +3% Int gains stack per dose. | Pharmacy Special Stock |
The following items are found within the Drug category but are associated with special events; they are usable at any time of the year.
| Name | Description | Effect | Source |
|---|---|---|---|
| Glittering Gift | A medium-sized box wrapped in silver and gold paper, adorned with sparkling ribbons and a metallic bow. | Increases Energy by 100. Increases Drug cooldown by 6 hours. | Christmas Event |