8 drug types — Complete catalog of every drug available for production and sale on Isla Sombra in Drug Dealer Simulator 2, plus mixing formulas, overdose mechanics, and cutting agent rankings.
Data sourced from game files. Prices, potency values, and mixing stats may change with Early Access updates.
| Drug | Avg Price/g | Form | Variants | Potency Range | |
|---|---|---|---|---|---|
Marijuana (Weed)WEED |
$1,500 | Dried herbs | 2 | 0.83–0.91 | |
AmphetamineAMPH |
$2,200 | Powder | 1 | 0.86 | |
MethamphetamineMETH |
$3,000 | Crystal/Powder | 2 | 0.88–0.95 | |
CocaineCOCAINE |
$7,000 | Powder | 1 | 0.89 | |
OpiumOPIUM |
$2,200 | Lump/Powder | 2 | 0.80–0.83 | |
MorphineMORPHINE |
$5,000 | Liquid (vials) | 1 | 0.90 | |
LSDLSD |
$42,000 | Blotter tabs/Liquid | 2 | 0.83 | |
ShroomsSHROOMS |
$2,500 | Dried mushrooms | 2 | 0.79 |
Cannabis dried flowers, sold in 10g–500g packages. Two strains: Indica and Sativa.
| Substance | Potency | Price | Notes |
|---|---|---|---|
SUBSTANCE-WEED-IND |
0.83 | $900/g (10g pack) | Slower growing, indoor-friendly |
SUBSTANCE-WEED-SAT |
0.91 | $1,200/g (10g pack) | Higher potency, outdoor growing |
Cannabis can be grown from seeds or seedlings. Indica grows indoors (Grow Box or Rack), Sativa grows outdoors (Outdoor Pot Box). Growing seedlings first (200s) reveals the plant's sex — female plants yield far more flowers, while male plants produce extra seeds.
Temperature: All plants require 15–30°C (optimal 25°C). Below 15°C = 20% speed loss. Above optimal = 30% speed boost but 50% higher resource cost.
| Recipe | Equipment | Inputs | Output | Time | Waste |
|---|---|---|---|---|---|
PLANT-WEED-IND | 1× Indica Seed | 1000s (~16.7 min) | 80g | ||
PLANT-WEED-IND-POT | 1× Indica Seed | 1850s (~30.8 min) | 100g | ||
PLANT-WEED-IND-SAP | 1× Indica Seed | 200s (~3.3 min) | 10g | ||
PLANT-WEED-IND-H-POT | 1× Seedling | 900s (~15 min) | 130g | ||
PLANT-WEED-IND-F-POT | 1× Female Seedling | 2100s (~35 min) | 200g | ||
PLANT-WEED-IND-M-POT | 1× Male Seedling | 1850s (~30.8 min) | 150g |
Best route: Female seedling on Rack = 80 flowers (2.3× more than direct seed in Grow Box).
Male seedlings produce 8 seeds per cycle for sustainable farming.
| Recipe | Equipment | Inputs | Output | Time | Waste |
|---|---|---|---|---|---|
PLANT-WEED-SAT | 1× Sativa Seed | 2700s (~45 min) | 150g | ||
PLANT-WEED-SAT-SAP | 1× Sativa Seed | 200s (~3.3 min) | 10g | ||
PLANT-WEED-SAT-F | 1× Female Seedling | 3300s (~55 min) | 300g | ||
PLANT-WEED-SAT-M | 1× Male Seedling | 2750s (~45.8 min) | 200g |
Best route: Female sativa seedling = 200 flowers (2× more than direct seed).
Male sativa seedlings produce 15 seeds — great for seed farming.
| Process | Input | Output | Time | Equipment |
|---|---|---|---|---|
| Drying (Indica) | 40s | |||
| Drying (Sativa) | 40s | |||
| Grinding (Indica) | 30s | |||
| Grinding (Sativa) | 30s | |||
| Pressing | 5s | |||
| Hashish | 15s |
Note: Sativa flowers produce 2× more cannabis powder than Indica (20g vs 10g per flower), making Sativa the superior choice for Hashish production.
| Product | Value | Recipe |
|---|---|---|
| Weed Pipe | $2,000 | 0.5g weed + 0.5g tobacco + glass pipe |
| Blunt | $1,600 | 0.5g weed + 0.5g tobacco + rolling papers |
| Cookie (Funny) | $2,000 (×10) | 5g weed + flour + sugar + soda |
| Hash | $2,500/piece | Cannabis powder → lump → hash |
| 10g | 50g | 100g | 500g |
|---|---|---|---|
| $9,000–$12,000 | $45,000 | $90,000–$120,000 | $450,000 |
Speed — processed from phenylethylamine via amphetamine salts. Multiple synthesis routes.
| Substance | Potency | Price | Notes |
|---|---|---|---|
SUBSTANCE-AMPH |
0.86 | $1,200/g (10g pack) | Standard amphetamine powder |
| Product | Value | Recipe |
|---|---|---|
| Amph Vial | $3,000 | 1g amphetamine + vial |
| 10g | 50g | 100g | 500g |
|---|---|---|---|
| $12,000 | $61,000 | $120,000 | $610,000 |
Crystal meth — processed from ephedrine. Two tiers: standard meth and rare Blue Meth ("Smurf Dope").
| Substance | Potency | Price | Notes |
|---|---|---|---|
SUBSTANCE-METH |
0.88 | $1,800/g (10g pack) | Standard crystal meth |
SUBSTANCE-BLUE-METH |
0.95 | $1,800/g (10g pack) | Premium variant from methylamine — highest potency |
| Product | Value | Recipe |
|---|---|---|
| Meth Vial | $4,000 | 1g meth + vial |
| 10g | 50g | 100g | 500g |
|---|---|---|---|
| $18,000 | $90,000 | $180,000 | $900,000 |
Processed from coca leaves through a multi-step chain: leaves → soft leaves → paste → cocaine.
| Substance | Potency | Price | Notes |
|---|---|---|---|
SUBSTANCE-COCAINE |
0.89 | $2,400/g (10g pack) | Standard cocaine powder |
| Product | Value | Recipe |
|---|---|---|
| Cocaine Vial | $7,000 | 1g cocaine + vial |
| Crack | $3,500/piece | Cocaine + ammonia/soda → crack lump → crack chunks |
| 10g | 50g | 100g | 500g |
|---|---|---|---|
| $24,000 | $120,000 | $240,000 | $1,200,000 |
Derived from poppy milk (from poppy heads or seeds). Can be further processed into morphine.
Poppies can be grown from seeds using Tier 2 equipment. The basic indoor Grow Box (Tier 1) is not sufficient — you need an Outdoor Pot Box, Plant Pot, Seedling Box, or Plastic Box. Opium can also be made directly from purchased poppy seeds without growing.
| Property | Value |
|---|---|
| Recipe | PLANT-POPPY — Poppies (from seed) |
| Min Equipment | |
| Inputs | |
| Output | |
| Time | 525s (~8.75 min) |
| Waste | 20g |
| Unlock | GROUP-OPIUM |
| Step | Input | Output | Time | Waste | Equipment |
|---|---|---|---|---|---|
| Extraction (from heads) | 8s | 5g | |||
| Boiling (from seeds — alt route) | 10s | 10g | |||
| Reduction | 15s | 5g | |||
| Grinding | 5s | 0g |
Tip: You can skip growing entirely by purchasing poppy seeds and boiling them directly into poppy milk, though the yield is lower (6g milk vs 10g from heads).
| Substance | Potency | Price | Notes |
|---|---|---|---|
SUBSTANCE-OPIUM |
0.83 | $1,320/g (10g pack) | Standard opium lump |
SUBSTANCE-OPIUM-POWDER |
0.80 | — | Ground opium for mixing |
| Product | Price | Recipe |
|---|---|---|
| $2,200 | 0.5g opium + glass pipe |
Advanced opiate — 4-step chain from opium. Sold in labeled medical vials or boxes. Highest addiction rating (0.7).
| Substance | Potency | Price | Notes |
|---|---|---|---|
SUBSTANCE-MORPHINE |
0.90 | $8,000/vial (5g) | Liquid morphine in labeled vials |
| Product | Price | Recipe |
|---|---|---|
| $8,000 | 5g morphine + empty medical vial | |
| $400,000 | 50 vials + medical box + duct tape |
Most expensive drug per gram. Complex synthesis from ergotamine (rye, morning glory, or migraine medicine).
| Substance | Potency | Price | Notes |
|---|---|---|---|
SUBSTANCE-LSD |
0.83 | $42,000/g | Liquid LSD compound |
DRUG-LSD-TAB |
— | $3,500/tab | Paper blotter soaked with LSD — 1g makes 10 tabs |
| Product | Price | Recipe |
|---|---|---|
| $3,500 | 1 blotter + 1g LSD = 10 tabs |
Psilocybin mushrooms — grow from spores, clean optional, dry for sale. Budget-friendly production.
Mushrooms are grown from spores in a
Plastic Box (Tier 2). The cycle is: extract spores from existing mushrooms → grow dirty mushrooms → optionally clean them → dry into shrooms. Cleaning before drying doubles the yield.
| Property | Value |
|---|---|
| Recipe | SHROOMS — Psilocybin mushrooms (dirty) |
| Equipment | |
| Inputs | |
| Output | |
| Time | 900s (~15 min) |
| Waste | 100g |
| Unlock | GROUP-SHROOMS |
| Step | Input | Output | Time | Waste | Equipment |
|---|---|---|---|---|---|
| Spore Extraction (from dirty) | 10s | 2g | |||
| Spore Extraction (from clean) | 10s | 0.5g | |||
| Cleaning (optional but recommended) | 9s | 2g | |||
| Drying (dirty) ⚠ Lower yield | 20s | 4g | |||
| Drying (clean) ⭐ 2× better yield! | 20s | 1g | |||
| Grinding | 5s | 0.1g |
Pro tip: Always clean your mushrooms before drying! Cleaning costs 9s extra per mushroom but doubles your dried shroom yield (2g vs 1g per 5 mushrooms). From 200 dirty mushrooms: dirty drying = 40g, clean drying = 80g.
| Substance | Potency | Price | Notes |
|---|---|---|---|
SUBSTANCE-SHROOMS-DRIED |
0.79 | $250/g (10g pack) | Standard dried mushrooms |
SUBSTANCE-SHROOMS-POWDER |
0.79 | — | Ground for mixing, retains potency |
All growing equipment, their capabilities, and compatible plants at a glance.
| Equipment | ID | Tier | Location | Price | Wattage | Compatible Plants |
|---|---|---|---|---|---|---|
PLANT-GROWBOX | Tier 1 | 🏠 Indoor (floor) | $16,000 | 80W | ||
PLANT-POT | Tier 2 | 🏠 Indoor (floor) | $17,750 | 150W | ||
PLANT-BOX | Tier 2 | 🏠 Indoor (floor + tabletop) | $1,500 | 0W | ||
PLANT-BOX-OUT | Tier 2 | ☀️ Outdoor (dirt) | $8,500 | 0W | ||
PLANT-PLASTIC-BOX | Tier 2 | 🏠 Indoor (floor + tabletop) | $2,000 | 0W |
Approximate value per gram at base quality (no cutting agents), ranked from most to least profitable.
| Rank | Drug | $/gram | Production Complexity | Tier |
|---|---|---|---|---|
| 1 | $42,000 | Very High (4 steps + extraction) | T4 | |
| 2 | $7,000 | High (4 steps from coca leaves) | T3 | |
| 3 | $5,000 | Very High (4 steps from opium) | T3 | |
| 4 | $3,000 | High (3-4 steps from ephedrine) | T3 | |
| 5 | $3,000+ | High (requires methylamine) | T4 | |
| 6 | $2,500 | Low (grow → dry) | T1-2 | |
| 7 | $2,200 | Medium (extraction → salts → amph) | T2 | |
| 8 | $2,200 | Low (grow poppies → milk → lump) | T2 | |
| 9 | $1,500 | Low (grow → dry) | T1-2 |
Every substance in DDS2 has up to four properties that affect the final mixed product. These are the stats you see on the Substances & Cutting Agents page.
| Stat | Game Label | What It Does | Goal |
|---|---|---|---|
| Potency | POT / "Power" | The base strength of a drug substance (0.0–1.0). This is what customers evaluate against the town’s expected potency. Higher potency = better reputation. Cutting agents with a POT multiplier > 1.0 can increase final potency. | Higher is better |
| TOX | Toxicity | How dangerous the substance is. Directly feeds into the overdose chance formula. High-TOX cutting agents (acetone, gasoline, methanol) are lethal at high mix ratios. Only substances with a TOX value contribute to OD risk — zero-TOX fillers like flour, sugar, and salt do not increase OD chance. | Lower is better |
| ADD | Addiction | How addictive the substance is. Higher addiction = customers return more frequently for repeat purchases. However, addicted customers are more vulnerable to overdose, so you may need cleaner mixes for repeat buyers. | Higher for profit |
| STR | Strength / MixSTR | The strength multiplier (mixStrengthening). Values > 1.0 boost the final potency of the mixed product; values < 1.0 reduce it. This is the key stat for cutting agents — it determines whether your filler helps or hurts the product’s perceived quality. The game averages all ingredient STR values weighted by quantity. | ≥ 1.0 |
Each town/zone has a potency expectation. If your average potency exceeds the town’s expectation, your reputation increases. If it falls below, reputation drops. Pure (uncut) drugs always meet expectations — the trade-off of cutting is more volume for lower quality.
Overdoses are calculated per-sale based on the toxicity of your mix and the quantity sold. Only substances with a TOX > 0 contribute to OD risk.
Toxicity scales with the quantity sold per transaction. Selling 5g is far safer than selling 100g of the same mix. This means larger pack sizes carry proportionally higher overdose danger.
The game clamps toxicity between two thresholds before calculating OD probability:
| Threshold | Value | Meaning |
|---|---|---|
| Minimum TOX Level | 0.09 | Below this, toxicity is treated as 0.09 (baseline risk always exists) |
| Maximum TOX Level | 0.40 | Above this, OD chance is capped at maximum |
| Minimum OD Chance | 5% | Every sale has at least a 5% OD chance (risk is never zero) |
| Maximum OD Chance | 75% | The worst possible OD rate at maximum toxicity |
Not all fillers are equal. The best cutting agents preserve potency (STR ≥ 1.0) while keeping toxicity at zero. Here are the cutting agents from the Substances page, ranked by mix safety.
Zero or near-zero toxicity with STR ≥ 1.0. These agents let you stretch product without losing quality or killing customers.
| Agent | TOX | POT | ADD | STR | Why It’s Good |
|---|---|---|---|---|---|
| — | 1.01 | 0.1 | ~1.0 | Zero TOX, slight potency boost, mild addiction. Ideal filler. | |
| — | 1.01 | 0.1 | ~1.0 | Zero TOX, slight potency boost. Same tier as cough syrup. | |
| — | 1.01 | 0.1 | 1.05 | Zero TOX, STR > 1.0 actively boosts potency. Community favorite for amph mixes. | |
| — | — | — | — | Zero TOX, zero everything. Pure bulk filler — dilutes potency but never kills. |
Zero or very low TOX, but STR < 1.0 or no potency boost. Good for volume but customers may notice reduced quality.
| Agent | TOX | POT | ADD | STR | Notes |
|---|---|---|---|---|---|
| — | — | — | — | Cheap, zero TOX. Dilutes potency — good for beginners. | |
| — | — | — | — | Zero TOX, zero stats. Pure bulk filler. | |
| — | — | — | — | Zero TOX. Common in multi-ingredient mixes (flour + salt combos). | |
| 0.1 | — | — | ~0.9 | Very low TOX, but STR < 1.0 actively hurts potency. The classic cheap filler. |
High TOX, but strong STR multipliers. These can boost potency at the cost of killing your customers. Use in small amounts only.
| Agent | TOX | POT | ADD | STR | Warning |
|---|---|---|---|---|---|
| 0.2 | — | 0.1 | 1.05 | Moderate TOX but good STR. Usable in small amounts. | |
| 0.4 | — | — | — | High TOX, no benefits. Used in crack production only. | |
| 0.7 | — | — | — | Very high TOX. Required for liquid mixing — evaporates during crystallization. | |
| 0.9 | — | — | — | Extremely toxic. Used in cocaine processing, not for cutting. | |
| 0.7 | — | — | — | Highly toxic, no upside. Avoid as a cutting agent. |
Popular mixes reported by the DDS2 community. Results may vary with game updates.
| Drug | Recipe | Rating | Notes |
|---|---|---|---|
| Amphetamine | 76% amph + 24% soda | Safe | Classic budget cut. Soda’s low STR reduces potency slightly. |
| Amphetamine | 50% amph + 50% powdered tobacco | ⭐ Best | Zero TOX, STR > 1.0 preserves potency. No reported ODs. |
| Amphetamine | 77% amph + 12% flour + 11% salt | Safe | Multi-filler approach. Zero TOX but dilutes potency. |
| Cocaine | 80% coke + 20% cough syrup | ⭐ Best | Cough syrup’s POT 1.01 and zero TOX preserve quality. |
Data extracted from DDS2 game files. Prices shown are base values before cutting agent modifiers. Mixing formulas sourced from community research and game code analysis. Early Access — values may change with updates.