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Gameplay articles
FalloutStimpak
Super stimpak
Fallout 2Stimpak
Super stimpak
Hypo
Fallout 3Stimpak
Health dispenser Operation: Anchorage (add-on)
Fallout: New VegasStimpak
Super stimpak
Auto-inject stimpak Lonesome Road (add-on)
Auto-inject super stimpakLonesome Road (add-on)
Fallout 4Stimpak
Curie's healthpak
Fallout 76Stimpak
Stimpak: diluted
Stimpak: super
Stimpak diffuser Wild Appalachia
Expired stimpak Nuclear Winter
Stimpak Nuclear Winter
Stimpak extra Nuclear Winter
Fallout TacticsStimpak
Super stimpak
Ultra stimpak
Fallout: BoSStimpak
Super stimpak
Fallout ShelterStimpak
Fallout: The Board GameStimpak

A stimpak (occasionally referred to as a Stimpack,[1] Stim pack[1] or simply Stims[2][3]), short for stimulation delivery package, is a type of hand-held medication used for boosting the body's own regenerative properties.[Non-game 1]

Background[]

A wonder of pre-War science, stimpaks are typically syringes filled with a mixture of healing agents and stimulants, allowing the user to boost their own body's natural regenerative functions.[Non-game 2] In most cases, it leads to an almost instantaneous regeneration of wounds. The syringe is equipped with a gauge for quickly identifying the state of the contents and can be used either in an intravenous or intramuscular fashion. Although now commonly used for healing bullet holes and stab wounds, stimpaks were employed professionally through Auto-Docs (in conjunction with Med-X and other painkillers) for postoperative care and recovery.[4] John Cassidy speaks of their efficacy, expressing gratitude that millions were produced before the Great War,[5] still abundant several centuries after.

Stimpaks can also be used to treat physical conditions, such as a heart condition, but only temporarily.[6] However, the basic stimpak is designed for use on moderate or severe wounds,[7] as the soup of healing medication is ineffective at treating major trauma.[Non-game 1] A stimpak also does not prevent scarring from excessive third-degree burns or additional extensive scarring as it simply boosts natural regenerative functions.[8][9] Expiration is a concern for those who use stimpaks, but other than giving a weaker boost to healing, they function just as an unexpired stimpak.[10] Chemists with sufficient knowledge can create new stimpaks.[11]

To this end, more advanced variants of the stimpak were developed. The super stimpak is the most common variant, containing an additional vial of more drastic healing chems, dramatically increasing the healing effect. However, the healing effect will eventually cause minor trauma to the tissues healed due to the potency of the drug.[Non-game 3]

Health dispensers used in the Anchorage Reclamation simulation, manufactured by Lee Rapid Pharmaceuticals, have an identical delivery method, which hints that stimpaks are also a product of the company developed from previous health dispensers used in the Sino-American War. The fictional nature of the simulation should also be taken into consideration, however, as it is possible Lee Rapid and their dispensers never existed.

Variants[]

Stimpak[]

Fallout4 Stimpak

A stimpak is an autoinjector loaded with a variety of healing medications and stimulants. By injecting the stimpak, the user drastically increases their own recuperative functions and gains lost Hit Points almost instantly.[Non-game 1][Non-game 2]

Super stimpak[]

F76 Super Stimpak

The advanced version of the stimpak boasts stronger healing drugs, delivered both via the syringe and a tributary ampule, both connected to a leather strap allowing to securely affix the contraption to the injection area. The analogue gauge displaying information is on top of the ampule. The powerful nature of the drugs used means that the delayed shock deals a minor amount of damage to the user after some time.[Non-game 4] It is a fairly rare item in the wasteland, usually only manufactured by high-tech settlements like Vault City.

Auto-inject (super) stimpak[]

Auto-inject stimpak
Auto-inject super stimpak
Gameplay article: Lonesome Road

The auto-inject (super) stimpak is a modified stimpak which monitors vital signs, allowing for timely emergency treatment. It is used automatically from the player character's inventory when their Hit Points drop below 50% (25% auto-inject super stimpak) of the current maximum level.

Stimpak diffuser[]

HalluciGen gas grenade
Gameplay article: Wild Appalachia

The stimpak diffuser releases a healing gas into the air which heals both the player character and their nearby teammates.

Curie's healthpak[]

Fallout4 Stimpak
Gameplay article: Fallout 4

Curie's medicine is a potent concoction developed by her using a genetically bred strain of mutfruit, strain 17. Mutfruit naturally produces a unique sugar compound that stimulates platelet production in the body and rapidly closes wounds, utilizing this sugar compound from strain 17 allowed her to improve the restorative properties of stimpaks. The only downside to this is that wild mutfruits are largely unviable due to becoming irradiated and creating toxins; diluting the sugar compound and dulling the efficiency. The only way to full utilize the sugar compound is to cultivate strain 17 in a fully sterile lab environment to ensure purity.[12]

Expired stimpak[]

Fallout4 Stimpak
Gameplay article: Nuclear Winter

A stimpak that has not been stored in proper conditions and is thus not as effective centuries after it was manufactured.

Health dispenser[]

Health Dispenser
Gameplay article: Operation: Anchorage

Health dispensers are stationary health stations found in the Anchorage Reclamation simulation. Although immobile, they are reusable and more powerful than regular stimpaks, as they restore health to full no matter how low it is.

Non-canon games[]

Ultra stimpak[]

UltraStimpak
Gameplay article: Fallout Tactics

The ultra stimpak is an advanced version of super stimpak and a highly powerful healing chem, providing immediate healing of major wounds and boosting the body's regenerative functions over time. Due to the very powerful nature of the chemicals used, ultra stimpaks will cause damage after a period of time.

The ultra stimpak is made up of two regular stimpaks, with one stimpak connected to a wrist belt for immediate injection, and one connected to a breathing mask, allowing for the healing drug to be administrated as gas.

Behind the scenes[]

The term "stimpack" appears in other games, such as StarCraft and Doom. In the former, it serves a role roughly similar to Psycho, boosting damage and speed at the cost of health, while in the latter it's a straightforward healing item.

References[]

  1. 1.0 1.1 The Chosen One: "Can you make super stimpacks?"
    Myron: "Of course I could... 'cept we ain't got what I need. Some of that mutated fruit for the citric acid... a splash a' Nuka-Cola... and a normal stim pack."
    (Myron's dialogue)
  2. AVR Medical Center terminal entries; AVR Medical laboratory terminal, November 7th, 2096
  3. The Courier: "I could use some stims."
    Doctor Luria: "I can give you stims or radiation supplies, which would you prefer?"
    (Doctor Luria's dialogue)
  4. Christine Royce: "Did you know the Stimpak reservoirs ran out within an hour of being in there? I was in there for two weeks, and it kept... repeating the procedure. No Med-X, no stims, just... that sound, feeling the scalpels... cut. Now... we're going to see how you like it when someone else is in control. {Med-X, stims are healing items, and Christine didn't have any, very painful. Now is going to make player pay.}"
    (Christine Royce's dialogue)
  5. John Cassidy: "{340}{}{Ahhhh. Boy, am I glad they made millions of these things before the bomb dropped.}"
    (John Cassidy's dialogue)
  6. The Lone Wanderer: "Here, take some Stimpaks. That should get him through."
    Madison Li: "Yes, this looks to be enough. He'll need medical attention once we've reached the Citadel, but this will get him there. Thank you. Give me a moment, and we can continue."
    (Madison Li's dialogue)
  7. Healing effectiveness of normal stimpaks in all featured games.
  8. Joshua Graham can be given stimpaks, but his burn scarring cannot be treated by stimpaks.
  9. Various characters with scarring from the Fallout series
  10. Expired stimpak from Nuclear Winter.
  11. The Courier, Myron, the Sole Survivor and Vault Dwellers from Vault 76 are all able to create new stimpaks.
  12. The Sole Survivor: "You're excited. What is it?"
    Curie: "I am elated. Giddy. I begged to become a synth for a reason. For science. To be able to make real progress in studying the medical arts. I have had a breakthrough. Using a new strain of mutfruit, I have discovered a way to greatly improve the restorative properties of stimpaks. I realize this is not earthshaking, but it means that inspiration does exist."
    The Sole Survivor: "How did you discover that?"
    Curie: "Mutfruit has a particular sugar compound that stimulates platelet production and can close wounds. Unfortunately, the plant, when grown in the wild, is irradiated and develops natural toxins to ward off pests. Strain 17 has been genetically bred in sterile conditions to remove both problems. The new, pure sugar is already offering promise."
    (Curie's dialogue)

Non-game

  1. 1.0 1.1 1.2 Vault Dweller's Survival Guide p.5-19: "A stimpak (short for Stimulation Delivery Package) contains many healing chems. A soup of healing medication, if you will. By injecting the Stimpak, you drastically increase your own recuperative functions and restore lost hit points almost instantly."
  2. 2.0 2.1 Fallout Official Survival Guide p.124: "Stimpak: The stimpak is an autoinjector loaded with a variety of healing medications and stimulants. Injecting yourself or another character will increase your natural healing ability and give you an immediate Hit Point boost."
  3. Vault Dweller's Survival Guide p. 5-19: "The Super Stimpak contains more drastic chems, increasing the healing effect at the cost of eventual damage to the very tissue it heals! A larger cousin to the Stimpak, the Super Stim will heal more damage. It will, however, cause a small amount of hit point loss after a period of time. You should be aware of this function, and prepare for it. But nothing works like a Super Stim when time is short, and danger grave."
  4. Fallout Official Survival Guide p.124: "Super Stimpak: Same as the basic stimpak, but with more and stronger drugs. It boosts your character's Hit Points immediately. Too much is bad for you, however. Each injection causes a Hit Point loss after a short period of time, reflecting damage to the character's tissues and to his or her system."
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