Consumables: Difference between revisions

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m (Updated weight values to CB Patch 2.3 values.)
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Revision as of 02:14, 10 April 2022

Consumables can either be bought or crafted; each with their own requirements. Some consumables can only be purchased from their Faction after completing prerequisite Contracts. Below are the tables for each, as well as relevant information for obtaining them in the Station.

Consumables (Purchased)
Item Name Faction Rarity Weight Buy Value Sale Value Description
Grenade Station Common 5 1,400 420 An explosive which detonates affecting an area after a short delay.
Smoke Grenade Station Common 5 450 150 A throwable that emits a smoke screen to block vision.
Audio Decoy ICA Uncommon 5 1,000 333 A small emitter of fake gunfire to distract enemies.
Gas Grenade ICA Uncommon 5 2,000 667 A throwable that emits a poisonous gas ... within the affected area
Weak Medkit Station Common 20 450 150 Offering an immediate 100 health boost.
Weak Stim Station Common 3 90 30 Offering an immediate 15 health boost.
Strong Medkit Osiris Uncommon 15 1,000 333 Offering an immediate 100 health boost.
Strong Stim Osiris Uncommon 3 1,000 333 Offering an immediate 25 health boost.
Combat Medkit Osiris Rare 10 1,500 500 Offering an immediate 100 health boost.
Combat Stim Osiris Rare 3 1,500 500 Offering an immediate 30 health boost.
Consumables (Crafted)
Item Name Faction Rarity Weight Buy Value Sale Value Recipe Requirements
Audio Decoy Station Uncommon 5 300 100 Electronic Cables [2], Hardened Metals [2]
Gas Grenade Station Uncommon 5 600 200 Toxic Glands [3], Hardened Metals [2]
Strong Medkit Station Uncommon 20 300 100 Medical Supplies [1], Brightcap Mushroom [2]
Strong Stim Station Uncommon 25 300 100 Old Medicine [3], Brightcap Mushroom [1], Waterweed Filament [2]
Combat Medkit Station Rare 15 450 150 Medical Supplies [2], Waterweed Filament [3], Pale Ivy Blossom [3]
Combat Stim Station Rare 20 450 150 Old Medicine [5], Waterweed Filament [2], Pale Ivy Blossom [2]
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