Star Wars Knights of the Old Republic II: The Sith Lords/Useable

Stimulants
Stimulants are all Single Use and have Duration: 120 seconds. Stim bonuses that affect the same statistic do not stack: while one is active, using another with the same bonuses has no effect, even if they're greater.

An organic character can use an Adrenal or Hyper-adrenal Strength, Alacrity and Stamina, as well as one battle stimulant. It's advisable to use stimulants before engaging in combat wherever possible, as once active they'll normally outlast it.

Misc. effect damage added by battle stimulants is not multiplied by a.

All stimulants can be created using a with sufficient  rank and Chemicals:

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Adrenal Strength

 * Telos
 * Entertainment
 * 50 || Infinite
 * Dxun
 * Mandalorian Ruins
 * 50 || Infinite
 * Dantooine
 * Khoonda
 * 50 || Infinite
 * }
 * Dantooine
 * Khoonda
 * 50 || Infinite
 * }
 * }

Adrenal Alacrity

 * Telos
 * Entertainment
 * 50 || Infinite
 * Dxun
 * Mandalorian Ruins
 * 50 || Infinite
 * Dantooine
 * Khoonda
 * 50 || Infinite
 * }
 * Dantooine
 * Khoonda
 * 50 || Infinite
 * }
 * }

Adrenal Stamina

 * Telos
 * Entertainment
 * 50 || Infinite
 * Dxun
 * Mandalorian Ruins
 * 50 || Infinite
 * Dantooine
 * Khoonda
 * 50 || Infinite
 * }
 * Dantooine
 * Khoonda
 * 50 || Infinite
 * }
 * }

Hyper-adrenal Strength

 * Dxun
 * Mandalorian Ruins
 * 100 || 2
 * }
 * }

Hyper-adrenal Alacrity

 * Telos
 * Entertainment
 * 100 || 1
 * }
 * }

Hyper-adrenal Stamina

 * Telos
 * Entertainment
 * 100 || 2
 * }
 * }

Battle Stimulant

 * Dantooine
 * Khoonda
 * 100 || Infinite
 * }
 * }

Hyper-battle Stimulant

 * Dxun
 * Mandalorian Ruins
 * 200 || 1
 * }
 * }

Medpacs
Medpacs are all Single Use but cannot be used by droids. Only one can be used per round once engaged in combat (unless a shield or stimulant has already been used in that round), although there's no restriction when this isn't the case. They're normally only received from enemies killed if they weren't used beforehand. All medpacs can be created using a with sufficient  rank and Chemicals:

Medpac

 * Telos
 * Entertainment
 * 40 || Infinite
 * Dxun
 * Mandalorian Ruins
 * 40 || Infinite
 * Onderon
 * Merchant Quarter
 * 40 || Infinite
 * Dantooine
 * Khoonda
 * 40 || Infinite
 * }
 * 40 || Infinite
 * Dantooine
 * Khoonda
 * 40 || Infinite
 * }
 * 40 || Infinite
 * }

Advanced Medpac

 * Dxun
 * Mandalorian Ruins
 * 80 || Infinite
 * Onderon
 * Merchant Quarter
 * 80 || 4
 * Dantooine
 * Khoonda
 * 80 || 4
 * }
 * Dantooine
 * Khoonda
 * 80 || 4
 * }
 * }

Life Support Pack

 * Onderon
 * Merchant Quarter
 * 150 || 2
 * }
 * }

Antidote Kit

 * Onderon
 * Merchant Quarter
 * 49 || 3
 * Dantooine
 * Khoonda
 * 49 || 3
 * }
 * 49 || 3
 * }
 * }

Repair kits
Repair kits are all Single Use and allow a droid to repair itself. Only one can be used per round once engaged in combat (unless a shield has already been used in that round), although there's no restriction when this isn't the case. All repair kits can be created using a with sufficient  rank and Components:

Repair Kit

 * Telos
 * Residential 082 East
 * 25 || Infinite
 * Onderon
 * Western Square
 * 27 || Infinite
 * Dantooine
 * Khoonda Plains
 * 25 || Infinite
 * }
 * Dantooine
 * Khoonda Plains
 * 25 || Infinite
 * }
 * }

Advanced Repair Kit

 * Onderon
 * Western Square
 * 55 || Infinite
 * Dantooine
 * Khoonda Plains
 * 50 || 3
 * }
 * 50 || 3
 * }
 * }

Construction Kit

 * Dantooine
 * Khoonda Plains
 * 100 || 1
 * }
 * }

Squad Recovery Stim

 * Single Use

Each squad recovery stim includes a number of fittings to be placed on every member of the group (automatically done at purchase). When activated, a stim shot is triggered that heals everyone for 10 vitality points. This unit also includes electro-stim fittings that spur the auto-repair functions of droid group members, effectively repairing them for 10 vitality points as well.

In inventory, Squad Recovery Stims are listed under Miscellaneous rather than Useable. However, they might only be acquired using ../Cheats/.