Drugs/Ingredients

## Drugs

Marihuana, also known as grass, ganja, weed, or MJ.

Amphetamine, also known as amp, fet, or speed.

Ecstasy, also known as candy or MDMA.

Crystal Meth, also known as crystal or meth.

Cocaine, also known as snow, colombian, or coke.

Heroin, also known as hero or china white.

LSD mix, also known as acid.

Mushrooms, also known as shrooms.

DMT

## Ingredients

Baking Soda

Washing Powder

Ibuprofen

Acetone

Salt

Sugar

Viagra

Paracetamol

Nebilanex

Fentanyl

### Overview

Drugs and ingredients are separated in this article based on the logic that, while some ingredients are technically considered drugs (like ibuprofen or fentanyl), they can only be used as ingredients to mix with drugs that you sell, so we'll consider those as ingredients.

There are nine different types of drugs and 10 different types of ingredients in the drug dealer simulator that can be mixed at the workstation. Each drug and ingredient has different properties, making mixing different combinations useful depending on the situation.

### Where to find Drugs/Ingredients?

Most drugs can be bought from Eddie, before Endgame, through level progression and ShadyComm. Although some other drugs like psychedelics (LSD, Mushrooms, and DMT) are unlocked through the psychedelics gang quest line that's unlocked at level 1,. You can also grow your own weed, starting at level 15, for a large amount of profit compared to buying it elsewhere.

Labs, which you get shortly after starting Endgame, allow you to produce your own pure drugs instead of going through Eddie. Fentanyl can be bought from psychedelics gang after starting Endgame or from Eddie before Endgame.

There are 3 places to buy ingredients:

The Gas Station in Sector A and the Local Shop in Sector C sells Acetone, Baking Soda, Washing Powder, Ibuprofen, Salt, and Sugar along with other non-ingredients.

Jamie's Drugstore in Sector B sells Paracetamol, Ibuprofen, Viagra, and Nebilanex among with some high level lab equipment

### Properties

The info below on the 4 properties has been pulled from the old wiki, due to the servers being shutdown, I am unable to see contributions and properly credit whoever went through this work for the information.

Drugs and ingredients have 4 properties: **Toxicity**, **Strength**, **Addictiveness** and **Mix Strengthening**. Ingredients that have generally low properties are often referred to as filler while drugs with higher properties, specifically addictedness are often referred to as addictives.

**Toxicity**

*is how bad it is for your customer. If it is too high, they'll die. Every customer has their own threshold. When you're mixing two substances together, the toxicity will be equal to the sum of both.*

```
Formula:
[Mix Toxicity] = [Mix Strength Multiplier] / [Volume] *
  (([Drug Toxicity] / [Drug MixStr]) * [Drug Vol] + ([Ingr1 Toxicity] / [Ingr1 MixStr]) *     [Ingr1 Vol] + ...  + ([IngrN Toxicity] / [IngrN MixStr]) * [IngrN Vol])

```

**Strength**

*is how strong the effect will be on your customer. The strength of your mix is multiplied by its mix strengthening. So low mix strengthening = lower strength.*

```
Formula:
[Mix Strength] = [Mix Strength Multiplier] / [Volume] *
  (([Drug Strength] / [Drug MixStr]) * [Drug Vol] + ([Ingr1 Strength] / [Ingr1 MixStr]) *    [Ingr1 Vol] + ...  + ([IngrN Strength] / [IngrN MixStr]) * [IngrN Vol])

```

**Addictiveness**

*is how addictive your mix will be. If it hits the threshold of your customer, they become addicted to it. Keep in mind, that if you have a medium toxic mix with a high addictiveness, your customer will take too much of it and die. You need to balance your mixes.*

```
Formula:
[Mix Addictive] = [Mix Strength Multiplier] / [Volume] *
  (([Drug Addictive] / [Drug MixStr]) * [Drug Vol] + ([Ingr1 Addictive] / [Ingr1 MixStr]) * [Ingr1 Vol] + ...                + ([IngrN Addictive] / [IngrN MixStr]) [IngrN Vol])

```

**Mix Strengthening**

*can either increase or reduce the final potency of the end mix. Sometimes you want to lower that value, like with Heroin, and sometimes you want that value to be higher, like with Amphetamine. That value is the total of both products **Mix Strengthening** attribute. This attribute will affect the **Strength** and **Addictiveness** attributes of your mix.*

```
Formula:
[Mix Strength Multiplier] =
  ([Drug MixStr] * [Drug Vol] + [Ingredient1 MixStr] * [Ingredient1 Vol] + [Ingredient2 MixStr] * [Ingredient1 Vol] + ...   + [IngredientN MixStr] * [IngredientN Vol] ) / [Mix Volume]

```

### Qualitative Tables

Qualitative Table Ref
 1 ~ 1.9
 2 ~ 2.9
 3 ~ 3.9
 4 ~ 5.9
 6 ~ 9.9
 10 ~ 25

Below are two tables listing the exact attributes for each drug.

### Mixing

#### Should you mix?

Yes, you should, late or early in the game. Not only does it increase your profit and drag out your supply, it can also save your clients lives; pure drugs can cause ODs. Most noticeably when dealing with meth, heroin, and coke. It can also be fun experimenting with mixes finding the proper balance for your clients. Below is a list of a few things to keep in mind when mixing:

#### Quality

Product quality is the mix strength stat that's created through mixing. Unmixed drugs have a "quality" of 100%.

When you select a client in shadyComm, you will see a blue bar at the top. This is their quality expectation. Early-game clients have a lower expectancy. Clients with lower expectations also tend to have a higher toxicity threshold making them less likely to OD as well. The lower quality expectation means the more you can cut the drug. Addicted clients will have a lower quality expectation as well.

Keep in mind that high addictiveness + high toxicity = dead clients. This is okay with new customers because their toxicity level isn't high yet. Once your clients become addicted, you want to lower toxicity as much as possible but also allow addictiveness to decrease because it will prolong their lives so they can dish out more cash.

#### Magic Numbers

At least 77% of your drug should be pure to avoid complaints altogether. For weaker drugs, you can add addictive drugs like Viagra to that number as well, ideally around 3%, leaving 20% to be filler (baking soda, sugar, salt, etc.). For stronger drugs, even adding 3% addictives might be too much; sometimes, if you're really worried about ODs, it's better to go with 23% filler. The ideal choice for filler would be baking soda because of its stats, but it comes in low quantities, making it debatable whether or not it's worth the effort. Even at 77% pure and 23% baking soda, you'll still get ODs from clients especially with meth and heroin but a lot less.

So the magic formula would be 77% pure drug, 3% addictive and 20% filler.

#### Mixing Equipment

Mixing equipment can be separated into 4 categories overall: **Mixers**, **Liquid Mixers**, **Mills**, and **Refineries**.

**Mixers** can be used to mix powders together.

**Liquid mixers** require at least 1 gram of acetone and are used to mix products that aren't powders. Most notably, meth, weed, or mushrooms can be used for any ingredient without having to use a mill.

**Mills** are needed to grind up certain ingredients or drugs to be able to mix them with powders. (Ecstasy and sugar needs to be powdered to mix.)

**Refineries** are things like dryers, crystallizers, and pill machines. Crystallizer is needed to turn wet product into crystal, which can be used to sell as meth or can be grinded up and used as a powder. Pill machines are only used for refining powdered ecstasy back into a pill to sell to clients after mixing. Dryers are used to dry wet products like weed or mushrooms and, in some cases, can be used as a bigger crystallizer.

For more info on equipment see: equipment

#### Recipes and Calculators

There are many recipe lists that people have made, here are the two most used ones by the community:

Killionaire's Recipes

Simple, Easy, Addictive and Safe recipes for every drug!

There's also a few mixing calculators out there. Notably one by Monkie and another by Huslaa.

Shady Community Mixer

Huslaa DDS Calculator (Select Make a Copy under file to be able to edit)