The Undercity player's manual
Leveling up on drugs

Drugs

Drugs are bought energy. The play is knowing how hard you can push before you land in the hospital — and what that costs.

Game build 16 data from 10/17/2026 19:00 page updated 18/10/2026 22:53

Before you hit the ladder

No armchair theory here. The rotations on this page were road-tested: run on a real account, recorded, and every dose, every overdose and every hospital bill checked frame by frame against the math the site does. Wherever the game and the spreadsheet disagreed, the game won.

Overdose doesn't kill anybody. That “one more and you might not wake up” is just the game putting on a show to rattle you. For real, when it goes bad you lose the dose you took, you don't get its energy and you go to the hospital for a while. You can wait out the clock or pay the bill and get back to the hustle. You don't lose levels, items or your character. The damage is time or money, and that's what we calculate.

The ladder was built for the working stiff. The math starts from someone with a life outside the game: about 8 rotations a day, with irregular gaps of 1h20 to 2h, all inside about 10 hours. Whoever can play more runs more ladders, grabs more energy and levels up faster. The ladder favors whoever has time, and that's not a flaw in your game, it's just clock math.

It's a recommendation, not the law. Everything here comes from tested gameplay and math done with the server's rules, but it's your hustle. If your path is different, slower, riskier or with no drugs at all, run with it. This page is here so you know what each choice costs.

Rotation by level, starting from zero

The math for someone who started with no hookup: $500 in your pocket, 5 in every stat, no house, no items handed down by anyone. Gear comes from the Starter Shop (gray) and the Market (green). Soda Drinks are only what drops from crimes, and overdose luck is rolled at random: no blessed streaks like in the videos. Every number below is the median of 400 runs from 1 to 16, and “bad luck” is the worst run out of every 10.

level 1 to 5

Weed and gear

Rotation: Soda Drink (if you have one) + Weed until the risk goes over 30%: 14 doses with a Soda Drink, 7 without.

Overdose: don't pay, wait. Here paying or waiting comes out the same: the bill is cheap, but a Weed dose doesn't give much.

Crime: Lift a Wallet (70%) at level 1, Shoplift Electronics (76%) from 3 on.

Money: all of it goes into gear. The street kit is done at level 2 and the green one at 4. That's what raises your success the most in this phase.

Hits 5 in ~0.9 days of play.

level 5 to 10

Cocaine comes in

Rotation: Soda Drink + Cocaine ×9 → Speed Pill → Weed ×13, stopping when the next dose would go over 50%. Without a Soda Drink: Cocaine ×4 → Speed Pill → Weed ×7.

Overdose: pay only out of the day's profit. If the bill would eat what you made today, wait out the clock. That way the day never ends in the red because of the hospital.

Crime: Shoplift Jewelry (83%) at 5, Steal a Sedan (86%) from 6 on.

Average for this range: 20 overdoses, 8 paid ($41,244). Hits 10 in ~2.5 days.

level 10 to 16

Same ladder, a crime that pays

Rotation: the same Cocaine ladder up to 50%, paying only out of the day's profit.

Crime: Steal a Sedan (89%) up to 11, then Rob a Credit Union (59%). It gives a hair less XP per energy than the Sedan, but double the money, and that money is what pays the hospital and keeps the ladder going.

No Heroin yet. With green gear your success still doesn't reach 95%, and its −10 points cost more than the shorter hospital stay saves.

Average for this range: 56 overdoses, 22 paid ($352,362). Hits 16 in ~6.6 days.

What if I do it differently?

PathLevel 5Level 10Level 1616 with bad luckCash at 16
Recommended day 0.9day 2.5day 6.6day 7.2$176,283
Without paying the hospital day 0.9day 2.9day 8.2day 8.9$621,821
Heroin from 10 on day 0.9day 2.5day 7.5day 8.2$167,883
Weed only, without paying day 0.9day 3.8day 13.0day 13.8$819,518
No drugs day 2.9day 14.440+ days—$509,214

“Day” is a day of play with 8 rotations. Whoever pays the hospital gets there sooner with less cash in their pocket; whoever doesn't pay gets there later and richer. Both come out ahead. The real break-even is paying only out of the day's profit, like on the recommended path.

Starter gear, in buying order
ItemRarityPriceWhat it givesBuy at level
Lockpick Set Street$350 success +5% 2
Ski Mask Street$300 jail -2%, success +3% 2
Crowbar Street$280 STR +4, success +2% 2
Running Shoes Street$250 SPD +4 2
Leather Belt Street$300 SPD +2, CUN +2 2
Burner Phone Street$180 CUN +2 2
Night Vision Goggles Hustler$2,200 success +6% 3
Fake ID Hustler$1,800 CUN +4, Bail -5%, success +3% 3
Signet Ring Hustler$1,600 CUN +3, crit_pct +1%, success +2% 3
.38 Pistol (Trezoitao) Hustler$3,500 crit_pct +1%, jail +5%, STR +6, success +4% 4
Aerojordano Hustler$1,800 SPD +5 4
Tactical Gloves Hustler$1,600 SPD +3, CUN +2, crit_pct +2%, STR +3 4
Cargo Pants Hustler$2,000 SPD +3, CUN +2, DEF +3 4

The game's base price. On the Market the green gear can cost more, and then it comes in a few levels later: the rest of the math doesn't change.

What this math doesn't cover

High level with reds: Adrenaline on a loop

With a big bar, crime capped at 95% and items that cut overdose and the hospital bill, the math turns around: each Adrenaline Shot fills the bar (250 energy, about $437,500 in crime on level 50 with reds (sample profile)) against a hospital bill of $100,000. You can pay overdose after overdose and walk away with your pockets full.

RotationRisk ceilingDosesAverage profitBad rotation (1 in 10)Overdoses paid
Heroin → Weed → Adrenaline Shot…50%12$2,645,427$1,782,9503.1
Weed → Adrenaline Shot…50%12$2,868,303$1,647,7003.2
Adrenaline Shot only…50%12$3,194,499$2,053,0003.3
Heroin → Weed → Adrenaline Shot…65%17$3,286,765$1,890,4505.8
Weed → Adrenaline Shot…65%17$3,510,458$2,192,7005.9
Adrenaline Shot only…65%17$3,837,412$2,598,0006.0
Heroin → Weed → Adrenaline Shot…80%22$3,520,626$1,897,9509.2
Weed → Adrenaline Shot…80%22$3,743,816$2,200,2009.3
Adrenaline Shot only…80%22$4,071,002$2,605,5009.4
Opening with Heroin and Weed doesn't make the Adrenaline Shot cheaper. The hospital bill only drops when the stay is shorter than 40 minutes, and an Adrenaline overdose lasts 90–120 min. With Heroin active it's still 108–144 min, and the bill comes out full all the same. Worse: the streak counts doses, not drugs, so the two opening doses make every Adrenaline Shot after them riskier. Weed is only worth it if your crime still has jail risk or if your success isn't capped at 95%.

Example profile: Federal Reserve at 95%, +100% payout, hospital bill −60%, overdose −20% from items, plus the Soda Drink. Without the items' overdose cut, far fewer doses fit before the ceiling (at 50%: 6 doses), profit drops to less than half and up to 3% of rotations end in the red. In that case, Adrenaline only is still the best of the three.

The advanced rotation (16+, with success to spare)

dose 1
Heroin
risk 12.5%
dose 2
Heroin
risk 17.5%
dose 3
Heroin
risk 22.5%
dose 4
Heroin
risk 27.5%
dose 5
Cocaine
risk 27.5%
dose 6
Speed Pill
risk 27.5%
dose 7
Weed
risk 14.3%
dose 8
Weed
risk 16.4%
dose 9
Weed
risk 18.5%
dose 10
Weed
risk 20.6%
dose 11
Weed
risk 22.8%
dose 12
Weed
risk 24.9%
dose 13
Weed
risk 27.0%
dose 14
Weed
risk 29.1%
  1. Before: wait for the streak to reset (1 hour with no dose — the tolerance timer in My Stash shows it) and spend whatever energy you have.
  2. Take a Soda Drink (−50% risk for 20 min). The whole rotation takes about 2 to 3 minutes — plenty of time.
  3. Follow the ladder above: after each dose, spend the energy on your best crime (the calculator on the Crimes page shows which).
  4. OD'd halfway through? Pay the hospital and pick up where you left off (the dose that OD'd already counts toward the risk). With Heroin in your system the hospital stay is 30% shorter, and the bill drops with it.
  5. You're done when the next dose would go over 30% or when the Soda Drink runs out.
Heroin only if you've got success to spare. It takes 10 points off crime success while it lasts. On the Crimes page the game shows “Base X% → With gear 95% (+Y%)”: if X + Y goes over 105, you stay at 95% even with Heroin — use this ladder. If it doesn't, use the Cocaine ladder: Cocaine → Cocaine → Cocaine → Cocaine → Cocaine → Speed Pill → Weed → Weed → Weed → Weed → Weed → Weed → Weed → Weed (same rule, same risk order).

Pay the hospital or wait?

Confirmed in-game (2 rotations recorded on 10/06/2026)

The drugs

DrugPrice (street)Energy$ per energyBase risk+ per dose at the momentHospital if you ODEffects
Weed
$5015$3 3.0%+4.25 pp20 min to 40 min speed -3, jail_pct -5, strength -2, crime_pct +3
Speed Pill
$10020$5 5.0%+10.00 pp30 min to 1 h 00 min speed +3, defense -2
Cocaine
$1,00050$20 15.0%+10.00 pp40 min to 1 h 15 min cunning +5, jail_pct +8, strength +5
Heroin
$2,00075$27 25.0%+10.00 pp1 h 00 min to 1 h 30 min speed -8, cunning -5, defense +10, strength -5, crime_pct -10, hospital_time_pct -30
Adrenaline Shot
$6,000enche$60* 50.0%+10.00 pp1 h 30 min to 2 h 00 min speed +8, pvp_pct +22, strength +8, hospital_time_pct +50

* The Adrenaline Shot fills the bar: the “$ per energy” uses a bar of 100. With a bigger bar it gets cheaper per energy. Heroin takes 10 points off crime success while it lasts — see the warning up top.

Risk of each dose

Risk = (base risk + increment × doses in the last 60 min) × (1 − cuts) combined cuts never go over 80%

Doses that caused an overdose count toward the streak. Overdose = you lose the drug, you don't get the energy and you go to the hospital.

Without a Soda Drink

Doses in the last hour →01234567
Weed3%7%12%16%20%24%29%33%
Speed Pill5%15%25%35%45%55%65%75%
Cocaine15%25%35%45%55%65%75%85%
Heroin25%35%45%55%65%75%85%95%
Adrenaline Shot50%60%70%80%90%100%100%100%

With a Soda Drink (−50%)

Doses in the last hour →01234567
Weed2%4%6%8%10%12%14%16%
Speed Pill2%8%12%18%22%28%33%38%
Cocaine8%12%18%23%28%32%38%43%
Heroin12%18%22%28%32%38%43%48%
Adrenaline Shot25%30%35%40%45%50%55%60%

Risk calculator

Sessions compared

A session = you take a Soda Drink and chain doses, spending the energy on crimes in between. Without paying, the first overdose ends the session (you're stuck in the hospital). With each dose the strategy picks the first drug on the list whose risk still fits under the ceiling (15% or 30%). Bar of 100. Average of 20,000 simulated sessions per row.

StrategyStops when the risk goes overEnergy per sessionDosesEnds in ODExpected hospitalSpent on drugs$ per energy
Ladder: Cocaine → Speed Pill → Weed15% 1335.256%24 min $2,123$16
Ladder: Cocaine → Speed Pill → Weed30% 1835.596%48 min $3,988$22
Heroin ladder: Heroin → Cocaine → Speed Pill → Weed15% 1474.958%23 min $3,061$21
Heroin ladder: Heroin → Cocaine → Speed Pill → Weed30% 2204.897%45 min $6,742$31
Light only: Speed Pill → Weed15% 905.651%18 min $424$5
Light only: Speed Pill → Weed30% 1036.495%38 min $562$5
Weed only15% 846.044%13 min $302$4
Weed only30% 1108.391%27 min $414$4
Adrenaline Shot first, then the ladder15% 1444.465%50 min $6,906$48
Adrenaline Shot first, then the ladder30% 1854.697%1 h 19 min $8,411$46

How to read it: stopping at 15% trades energy for less hospital time. “Expected hospital” is the average minutes in the hospital per session (counting the sessions that don't end in OD as zero) — it's the time cost of not paying.

Adrenaline and bar size

The Adrenaline Shot fills the bar, so it pays off more the bigger your max energy:

Max energyEnergy per session (Adrenaline + ladder, stops at 30%)$ per energy
100185$46
160229$37
250296$28

Is it worth paying the hospital to keep going?

If you pay, the rotation keeps going after the overdose until the next dose would go over 30%. Compared to not paying (and stopping at the first overdose), how much each extra energy costs. Bar of 100, no gear discount on the bill.

LevelLadderEnergy (don't pay → pay)Overdoses paidAverage bill per overdoseCost per extra energyBest crime: $ per energy (95%)Paying…
6with Cocaine 182 → 3152.9$3,804 $94$51 (Steal a Sedan) buys XP
6with Heroin 219 → 3843.1$3,184 $77$51 (Steal a Sedan) buys XP
7with Cocaine 182 → 3152.9$4,015 $99$51 (Steal a Sedan) buys XP
7with Heroin 219 → 3843.1$3,361 $80$51 (Steal a Sedan) buys XP
8with Cocaine 182 → 3152.9$5,071 $122$60 (Hijack a Cargo Truck) buys XP
8with Heroin 219 → 3843.1$4,245 $97$60 (Hijack a Cargo Truck) buys XP
12with Cocaine 182 → 3152.9$16,905 $379$131 (Rob a Credit Union) buys XP
12with Heroin 219 → 3843.1$14,151 $283$131 (Rob a Credit Union) buys XP
15with Cocaine 182 → 3152.9$21,131 $471$133 (Crack the City Vault) buys XP
15with Heroin 219 → 3843.1$17,689 $349$133 (Crack the City Vault) buys XP
18with Cocaine 182 → 3152.9$59,166 $1,299$339 (Rob the Museum) buys XP
18with Heroin 219 → 3843.1$49,530 $947$339 (Rob the Museum) buys XP
24with Cocaine 182 → 3152.9$101,428 $2,219$505 (Crack the Casino Vault) buys XP
24with Heroin 219 → 3843.1$84,908 $1,611$505 (Crack the Casino Vault) buys XP
30with Cocaine 182 → 3152.9$211,308 $4,610$875 (Raid the Federal Reserve) buys XP
30with Heroin 219 → 3843.1$176,892 $3,339$875 (Raid the Federal Reserve) buys XP

How to read it: “turns a profit” when each extra energy costs less than your crime brings in per energy. “Buys XP” is when paying costs more than the crime gives back — it can still be worth it to level up faster, as long as the day's balance doesn't go negative. With crime payout on your gear the crime brings in more, and a hospital bill discount (up to 90%) knocks the cost down — both push toward “turns a profit”.