Medicine

Medicine is a Fallout 3 and Fallout: New Vegas skill that replaces the First Aid and Doctor skills from Fallout, Fallout 2 and Fallout Tactics. This skill was called Medic in Van Buren, the canceled Fallout 3 game by Black Isle Studios, and J.E. Sawyer's Fallout Role-Playing Game.

Fallout 3
$$\text{Initial level}=2+(2\times\text{Intelligence})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Intelligence of 5 and Luck of 5.

$$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$

The higher a player's Medicine skill, the more hit points they will replenish when using a Stimpak and the more effective they are at using any other medicinal item (such as Rad-X or Rad Away). The exact effect of the Medicine skill is determined by game settings. See the talk page for detailed information. This skill may be particularly useful early on, because fewer stimpaks will need to be used. This makes it easier to keep them stocked in the inventory and also saves money.

Medicine in quests

 * 30 Medicine is required to properly examine the bodies of the West family for the Blood Ties quest in Arefu- however, the higher the Medicine skill, the more information the examination will yield.
 * 40 Medicine is required to revive Timebomb in Bigtown, which is the only way to get his Lucky 8 Ball.
 * 50 Medicine is required to help a slave in The Mill inside The Pitt, although there is no reward for doing so.
 * 60 Medicine is required to revive Reilly in the Chop Shop in Underworld, which is one of two ways to revive her and start the Reilly's Rangers (quest).
 * An average skill in Medicine will garner information from Doc Church in Megaton about Leo's Drug Habit.

Ways to increase Medicine

 * Bobblehead - Medicine (permanent +10)
 * D.C. Journal of Internal Medicine (permanent +1 or +2 with Comprehension)
 * Daddy's Boy/Girl (permanent +5 for each rank)
 * Tag! (permanent +15)
 * Survival Expert (permanent +2, 4 or 6)
 * Environment Suit (temporary +5)
 * The Surgeon's Lab Coat (temporary +10)
 * Wasteland doctor fatigues (temporary +5)
 * Wasteland surgeon outfit (temporary +5)
 * Winterized medic armor (temporary +10, requires Mothership Zeta)
 * Mentats (temporary +2-10 depending on Intelligence, a perfect Intelligence of 10 will see no benefit)

Medicine in quests and exploration

 * 30 Medicine or 30 Speech to convince Doc Mitchell to give you three stimpaks before initially leaving his house. Passing both will result in five stimpaks rather than six, and Medicine will always be the first choice (worth 3).
 * 30 Medicine to effectively examine the bodies of the thugs in G.I. Blues.
 * 30 Medicine to heal the Mole rat named Snuffles in Sloan.
 * 30 Medicine to sterilize the Medical Supply Kit with alcohol during Tourist Trap.
 * 35 Medicine to convince Dazzle that you know the right dose for her and they can safely just "split a Med-X and have some fun" for free at the Gomorrah.
 * 40 Medicine to convince Betsy to seek psychiatric help.
 * 50 Medicine to convince Joana to tell her story and trigger the quest Bye Bye Love
 * 50 Medicine to get away with killing Caesar with the autodoc during Et Tumor, Brute?
 * 55 Medicine to find out that your heart, brain and spine were removed.
 * 60 Medicine to heal three injured Boomers in Volare! (The three Boomers require 40, 50, and 60 Medicine)
 * 60 Medicine to communicate with Christine.
 * 75 Medicine to heal Caesar during Et Tumor, Brute?.
 * 75 Medicine to heal all troopers in Camp Forlorn Hope without equipment. (And 20 Medicine to convince Dr. Richards that you have "some medical experience.")

Ways to increase Medicine

 * D.C. Journal of Internal Medicine (permanent +3 or +4 with Comprehension)
 * Wasteland Doctor Fatigues (+5 while worn)
 * Today's Physician (temporary +10 or +20 with Comprehension)
 * Followers lab coat (+10 while worn)
 * Daniel's outfit (+5 while worn)

Medicine-based Perks
Medycyna